#ifdef PRECOMPILEDHEADERS
	#include "Tactical All.h"
#else	#include <stdio.h>
	#include <string.h>
	#include "wcheck.h"
	#include "stdlib.h"
	#include "debug.h"
	#include "Animation Control.h"
	#include "Animation Data.h"
	#include "FileMan.h"
	#include "weapons.h"
	#include "message.h"
	#include "structure.h"
	#include "worlddef.h"
	#include "worldman.h"
	#include "rotting corpses.h"
	#include "points.h"
#endif

// Defines for Anim inst reading, taken from orig Jagged
#define	ANIMFILENAME					"BINARYDATA\\ja2bin.dat"

#define EMPTY_INDEX						999


#define	NUM_INJURED_SUBS							1

typedef struct
{
	UINT16	usAnimState;
	UINT16	usAnimationSurfaces[ 4 ];

} ANIMSUBTYPE;

//<SB> experimental!
static UINT16 doubleBurstAnimation[MAX_FRAMES_PER_ANIM] = {
	757,459,441,448,430,17,18,477,441,448,430,17,18,477,441,448,430,17,18,477,441,448,430,17,18,477,441,448,430,17,18,477,441,
	448,430,17,18,19,20,458,441,448,430,21,22,477,441,448,430,21,22,477,441,448,430,21,22,477,441,448,430,21,22,477,441,448,
	430,21,22,477,441,448,430,21,22,23,24,449,753,473,699,999,0,0,0,0,0,0,0,0,0,0,0,0,0};

static UINT16 doubleBurstProneAnimation[MAX_FRAMES_PER_ANIM] = {
	757,459,441,448,430,5,6,477,441,448,430,5,6,477,441,448,430,5,6,477,441,448,430,5,6,477,441,448,430,5,6,477,441,
	448,430,5,6,7,8,458,441,448,430,9,10,477,441,448,430,9,10,477,441,448,430,9,10,477,441,448,430,9,10,477,441,448,
	430,9,10,477,441,448,430,9,10,11,12,449,753,473,699,999,0,0,0,0,0,0,0,0,0,0,0,0,0};

static UINT16 DogWalkAnimation[MAX_FRAMES_PER_ANIM] = {
	1,2,3,4,5,6,7,8,501,0,0,0,0,0};

static UINT16 DogRunAnimation[MAX_FRAMES_PER_ANIM] = {
	1,2,3,4,5,6,501,0,0,0,0,0};

static UINT16 DogDyingAnimation[MAX_FRAMES_PER_ANIM] = {
	1,2,3,4,5,6,7,8,9,10,11,442,465,440,497,0};

//crouch throwing
static UINT16 CrouchedThrowAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,460,10,11,12,13,14,442,603,999,0,0,0,0 };
static UINT16 SideRollAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,501,999,0,0,0,0,0 };
static UINT16 SideRollCCWAnimationScript[MAX_FRAMES_PER_ANIM] = { 14,13,12,11,10,9,8,7,6,5,4,3,2,1,501,999,0,0,0,0,0 };

//</SB>

//Block for anim file
UINT16	gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];

// OK, this array contains definitions for random animations based on bodytype, total # allowed, and what is in their hand....
RANDOM_ANI_DEF	gRandomAnimDefs[ TOTALBODYTYPES ][ MAX_RANDOM_ANIMS_PER_BODYTYPE ];


ANIMCONTROLTYPE		gAnimControl[ NUMANIMATIONSTATES ] =
{
	//NAME								//AP		//SPEED	  // MOVE	// FLAGS						// HEIGHT

	//WALKING
	"WALKING"							, 20,			0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	//Breathing
	"STANDING"						, 0,			0,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT   | ANIM_BREATH,		ANIM_STAND,   ANIM_STAND, -1,

	//KNEEL DOWN
	"KNEEL DOWN"					, 0,      90,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING  | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM  | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,	ANIM_STAND, ANIM_CROUCH, -1,

	//CROUCHING
	"CROUCHED"						,	0,			0,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT   | ANIM_BREATH,		ANIM_CROUCH, ANIM_CROUCH, -1,

	//KNEEL UP
	"KNEEL UP"						,	0,      90,			(FLOAT)0,	ANIM_STATIONARY | ANIM_TURNING  | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM  | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,	ANIM_CROUCH, ANIM_STAND, -1,

	//SWAT
	"SWAT"								,	0,      0,			(FLOAT)2.2, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART  | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,	ANIM_CROUCH, ANIM_CROUCH, -1,

	//RUN
	"RUN"									, 0,      0,			(FLOAT)2.6, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,	ANIM_STAND, ANIM_STAND, -1,

	//PRONE DOWN
	"PRONE DOWN"					, 0,      100,     (FLOAT)0,	ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,		ANIM_CROUCH, ANIM_PRONE, -1,
 
	//CRAWL
	"CRAWL"								, 0,      0,     (FLOAT).8,  ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,	ANIM_PRONE, ANIM_PRONE, -1,

	//PRONE UP
	"PRONE UP"						, 0,      100,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,		ANIM_PRONE, ANIM_CROUCH, -1,

	//PRONE BREATHING
	"PRONE"								, 0,      0,     (FLOAT)0,	ANIM_STATIONARY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT   | ANIM_BREATH,			ANIM_PRONE, ANIM_PRONE, -1,

	// READY_RIFLE_STAND
	"READY AIM (R) STAND"	, 0,			0,    (FLOAT)0,   ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT ,										ANIM_STAND,  ANIM_STAND, -1,

	// AIM_RIFLE_STAND
	"AIM (R) STAND"				, 0,			250,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,  ANIM_STAND, ANIM_STAND,  -1,

	// SHOOT_RIFLE_STAND
	"SHOOT (R) STAND"			, 0,			100,    (FLOAT)0,   ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,										ANIM_STAND,  ANIM_STAND, -1,

	// END_RIFLE_STAND
	"END RIFLE STAND"			, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,										ANIM_STAND, ANIM_STAND,  -1,

	// FROM CROUCH TO SWAT
	"CROUCH TO SWAT"			, 0,			40,    (FLOAT)1.3,   ANIM_MOVING | ANIM_TURNING | ANIM_LIGHT_EFFORT,											ANIM_CROUCH, ANIM_CROUCH,  -1,

	// FROM SWAT TO CROUCH
	"SWAT TO CROUCH"			, 0,			40,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT,										ANIM_CROUCH, ANIM_CROUCH,  -1,

	// FLYBACK HIT ANIMATION
	"FLYBACK HIT"					, 0,			80,    (FLOAT)1.6,   ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,	  ANIM_STAND, ANIM_PRONE,  -1,

	// READY_RIFLE_PRONE
	"READY (R) PRONE"			, 0,			150,    (FLOAT)0,   ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING| ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,										ANIM_PRONE, ANIM_PRONE,  -1,

	// AIM_RIFLE_PRONE
	"AIM (R) PRONE"				, 0,			250,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN| ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,	ANIM_PRONE, ANIM_PRONE,  -1,

	// SHOOT_RIFLE_PRONE
	"SHOOT (R) PRONE"			, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,										ANIM_PRONE, ANIM_PRONE,  -1,

	// END_RIFLE_PRONE
	"END (R) AIM PRONE"		, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,										ANIM_PRONE, ANIM_PRONE,  -1,

	// DEATH TWITCH ONE
	"DEATH TWITCH ONE"		, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																		ANIM_PRONE, ANIM_PRONE,  -1,

	// GENERIC_HIT STANDING
	"GENERIC HIT STAND"		, 0,			130,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,										ANIM_STAND, ANIM_STAND,  -1,

	// FLYBACK HIT ANIMATION W/ BLOOD
	"FLYBACK HIT w/B"			, 0,			80,    (FLOAT)1.6,  ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,	ANIM_PRONE, 	ANIM_PRONE,  -1,

	// FLYBACK HIT DEATH
	"FLYBACK HIT DEATH"		, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,							ANIM_PRONE, ANIM_PRONE,  -1,

	// READY_RIFLE_CROUCH
	"READY (R) CROUCH"		, 0,			150,    (FLOAT)0,   ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,										ANIM_CROUCH, ANIM_CROUCH,  -1,

	// AIM_RIFLE_CROUCH
	"AIM (R) CROUCH"			, 0,			250,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,  ANIM_CROUCH, ANIM_CROUCH,  -1,

	// SHOOT_RIFLE_CROUCH
	"SHOOT (R) CROUCH"		, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,										ANIM_CROUCH, ANIM_CROUCH, -1,

	// END_RIFLE_CROUCH
	"END (R) CROUCH"			, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,										ANIM_CROUCH, ANIM_CROUCH,  -1,

	// FALLBACK HIT STANDING
	"FALLBACK HIT STAND"	, 0,			130,    (FLOAT)1.6,    ANIM_SPECIALMOVE | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,										ANIM_STAND, ANIM_PRONE,  -1,

	// ROLLOVER
	"ROOLOVER"						, 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,													ANIM_PRONE, ANIM_PRONE,  -1,

	// CLIMBROOF
	"CLIMBROOF"						, 0,			30,    (FLOAT)0,		ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON,																	ANIM_STAND, ANIM_CROUCH,  -1,

	// FALL
	"FALL"								, 0,			60,    (FLOAT)0,		ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,														ANIM_STAND, ANIM_PRONE,  -1,

	//GETUP FROM ROLLOVER
	"GETUP FROM ROLLOVER"	, 0,      100,     (FLOAT)0,		ANIM_STATIONARY | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,							ANIM_PRONE, ANIM_STAND,  -1,

	//CLIMBDOWNROOF
	"CLIMBDOWNROOF"				, 0,      30,     (FLOAT)0,		ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON,																	ANIM_CROUCH,  ANIM_STAND,  -1,

	// FALL FORWARD
	"FALL FORWARD ROOF"		, 0,			60,    (FLOAT)0,		ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,														ANIM_STAND,  ANIM_PRONE,  -1,

	// GENERIC HIT DEATHTWICH NO BLOOD
	"BELLY DEATHHIT NB"		, 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_PRONE,  ANIM_PRONE,  -1,

	// GENERIC HIT DEATHTWICH BLOOD
	"BELLY DEATHHIT B"		, 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_PRONE,  ANIM_PRONE,  -1,

	// FALLBACK HIT DEATHTWICH NO BLOOD
	"FALLBACK DEATHHIT NB", 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_PRONE,  ANIM_PRONE,  -1,

	// FALLBACK HIT DEATHTWICH BLOOD
	"FALLBACK DEATHHIT B"	, 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_PRONE,	 ANIM_PRONE,  -1,

	// GENERIC HIT DEATH
	"BELLY HIT DEATH"			, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																		ANIM_PRONE, ANIM_PRONE,  -1,

	// FALLBACK HIT DEATH
	"FALLBACK HIT DEATH"	, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	// GENERIC HIT CROUCHED
	"GENERIC HIT CROUCH"	, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,														ANIM_CROUCH, ANIM_CROUCH,  -1,

	// STAND BURST
	"STAND BURST SHOOT"		, 0,			100,    (FLOAT)0,   ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE,														ANIM_STAND, ANIM_STAND,  -1,

	// STANDING BURST HIT
	"STAND BUTST HIT"			, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,													ANIM_STAND, ANIM_STAND,  -1,

	// FALL FORWARD FROM HIT STAND
	"FALL FROM STAND"			, 0,			120,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// FALL FORWARD FROM HIT CROUCH
	"FALL FROM CROUCH"		, 0,			120,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_CROUCH, ANIM_PRONE, -1,

	// END FALL FORWARD FROM HIT CROUCH
	"END FALL F CROUCH"		, 0,			120,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH  | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_PRONE,					ANIM_PRONE,  -1,

	// GENERIC HIT PRONE
	"GENERIC HIT PRONE"	, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_PRONE,					ANIM_PRONE,  -1,

	// PRONE HIT DEATH
	"PRONE HIT DEATH"		, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,													ANIM_PRONE,	ANIM_PRONE,  -1,

	// PRONE LAY FROM HIT
	"PRONE LAY FROM HIT" , 0,			160,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,					ANIM_PRONE,				ANIM_PRONE,  -1,

	// PRONE HIT DEATHTWICH NO BLOOD
	"PRONE DEATHHIT NB", 0,				100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,												ANIM_PRONE, ANIM_PRONE, -1,

	// PRONE HIT DEATHTWICH BLOOD
	"PRONE DEATHHIT B"	, 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,												ANIM_PRONE, ANIM_PRONE,  -1,

	// FEMALE MONSTER BREATHING
	"FEMADMON BREATHING", 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND,  ANIM_STAND,  -1,

	// FEMALE MONSTER BREATHING
	"FEMADMON WALKING", 0 ,			30,    (FLOAT)2.5,		ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND,  -1,

	// FEMALE MONSTER ATTACK
	"FEMADMON ATTACK", 0 ,			70,    (FLOAT)2.5,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND, -1,

	"FLYBACK HIT DEATH STOP"	, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																					ANIM_PRONE, ANIM_PRONE,  -1,

	"BELLY HIT DEATH STOP"		, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																					ANIM_PRONE, ANIM_PRONE,  -1,

	"FALLBACK HIT DEATH STOP"	, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																					ANIM_PRONE, ANIM_PRONE,  -1,

	"PRONE HIT DEATH STOP"		, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																					ANIM_PRONE, ANIM_PRONE,  -1,

	"FLYBACK HIT STOP"				, 0,			70,    (FLOAT)0,    ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"FALLBACK HIT STOP"				, 0,			350,    (FLOAT)0,    ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"FALLOFF STOP"						, 0,			350,    (FLOAT)0,    ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"FALLOFF FORWARD HIT STOP", 0,			350,    (FLOAT)0,    ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"FALLFORWARD HIT STOP", 0,					650,    (FLOAT)0,			ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"PRONE_LAYFROMHIT STOP"		, 0,			70,    (FLOAT)0,    ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1, 

	"HOP FENCE"								, 0,			50,    (FLOAT)0,		ANIM_NOCHANGE_PENDINGCOUNT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT,																	ANIM_STAND, ANIM_CROUCH,  -1,

	// GENERIC HIT CROUCHED
	"FEMMONS HIT"							, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,														ANIM_STAND, ANIM_STAND,  -1,

	// FALL FORWARD FROM HIT STAND
	"FEMMONS DIE"							, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// FALL FORWARD FROM HIT STAND
	"FEMMONS DIE STOP"							, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	//Breathing
	"PUNCH BREATH"									, 0,			150,			(FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

	// Punch
	"PUNCH"												 , 0,				70,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,																					ANIM_STAND,		ANIM_STAND, -1,

	//Breathing
	"NOTHING_STAND"								 , 0,			150,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_STAND,   ANIM_STAND, -1,

	// JFK HIT DEATH
	"JFK HIT DEATH"								 , 0,			160,      (FLOAT)0,	ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTART | ANIM_HITFINISH  | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,			ANIM_STAND, ANIM_PRONE,  -1,

	"JFK HIT DEATH STOP"					 , 0,			120,      (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																					ANIM_PRONE, ANIM_PRONE,  -1,

	"JFK DEATHHIT B"							, 0,			100,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,										ANIM_PRONE,  ANIM_PRONE,  -1,

	// STAND BURST
	"STAND BURST SPREAD"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// FALLOFF DEATH
	"FALLOFF DEATH"							, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	 // FALLOFF DEATH STOP
	"FALLOFF DEATH STOP"							, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	 // FALLOFF TWITCHB
	"FALLOFF TWITCH BLOOD"							, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	 // FALLOFF TWITCH NB
	"FALLOFF TWITCH NOBLOOD"							, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,


	// FALLOFF FORWARD DEATH
	"FALLOFF FORWARD DEATH"							, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	 // FALLOFF FORWARD DEATH STOP
	"FALLOFF FORWARD DEATH STOP"					, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	 // FALLOFF FORWARD TWITCHB
	"FALLOFF FORWARD TWITCH BLOOD"				, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	 // FALLOFF TWITCH NB
	"FALLOFF FORWARD TWITCH NOBLOOD"			, 0,			120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,											ANIM_PRONE, ANIM_PRONE,  -1,

	//OPEN DOOR
	"OPEN DOOR"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//OPEN STRUCT
	"OPEN STRUCT"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//OPEN STRUCT
	"PICKUP ITEM"							, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//DROP ITEM
	"DROP ITEM"							, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//SLICE
	"SLICE"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	//STAB
	"STAB"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	//CROUCH STAB
	"CROUCH STAB"						, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT  ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//START GIVING AID
	"START AID"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//GIVING AID
	"GIVING AID"							, 0,			120,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT  ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//END GIVING AID
	"END AID"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT   | ANIM_NOCHANGE_PENDINGCOUNT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//DODGE ONE
	"DODGE ONE"							, 0,			40,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

	//FATCIV_ASSSCRATCH
	"FATCIV ASS SCRATCH"		, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	// READY_RIFLE_STAND
	"READY AIM (DW) STAND"	, 0,			150,    (FLOAT)0,   ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN  | ANIM_LIGHT_EFFORT,										ANIM_STAND,  ANIM_STAND, -1,

	// AIM_RIFLE_STAND
	"AIM (DW) STAND"				, 0,			250,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,  ANIM_STAND, ANIM_STAND,  -1,

	// SHOOT_RIFLE_STAND
	"SHOOT (DW) STAND"			, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	// END_RIFLE_STAND
	"END DUAL STAND"			, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,										ANIM_STAND, ANIM_STAND,  -1,

	//RAISE RIFLE
	"RAISE RIFLE"						, 0,      70,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,		ANIM_STAND, ANIM_STAND, -1,

	//LOWER RIFLE
	"LOWER RIFLE"						, 0,      70,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,		ANIM_STAND, ANIM_STAND, -1,

	//BOD BLOW
	"BOD BLOW"						, 0,      200,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,		ANIM_STAND, ANIM_STAND, -1,

	//THROW ITEM
	"THROW ITEM"						, 0,      80,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT  ,		ANIM_STAND, ANIM_STAND, -1,

	//LOB ITEM
	"LOB ITEM"						, 0,      80,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT  ,		ANIM_STAND, ANIM_STAND, -1,

	//QUEEN MONSTER STATIONARY
	"MONSTER_STATIONARY"						, 0,      100,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_BREATH,		ANIM_STAND, ANIM_STAND, -1,

	// CROUCHED BURST
	"CROUCHED BURST SHOOT"		, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,														ANIM_CROUCH, ANIM_CROUCH,  -1,

	// PRONE BURST
	"PRONE BURST SHOOT"		, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,														ANIM_PRONE, ANIM_PRONE,  -1,
//180
	"NOT USED 1"					, 20,			20, (FLOAT)0.9, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART  | ANIM_NO_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	// BIG GUY FLEX
	"BIG GUY FLEX"		, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// BIG GUY STRECH
	"BIG GUY STRECH"		, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// BIG GUY SOEDUST
	"BIG GUY SHOE DUST"		, 0,			90,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// BIG GUY HEADTURN
	"BIG GUY HEAD TURN"		, 0,			180,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// MINI GIRL STOCKING
	"MINI GIRL STOCKING"		, 0,			120,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	//GIVE ITEM
	"GIVE ITEM"							, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	//CLIMB MOUNTIAIN
	"CLIMB MOUNTAIN"					, 0,			50,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT,		ANIM_STAND,   ANIM_CROUCH, -1,

	"COW EATING"							, 0,		200,				(FLOAT)0.0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,									ANIM_STAND,   ANIM_STAND, -1,

	// COW HIT
	"COW HIT"									, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// COW DIE
	"COW DIE"									, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT,				ANIM_STAND, ANIM_PRONE,   -1,

	// COW DIE STOP
	"COW DIE STOP"						, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT,																				    ANIM_PRONE, ANIM_PRONE, -1,

	// WATER HIT
	"WATER HIT"									, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,														ANIM_STAND, ANIM_STAND,  -1,

	// WATER DIE
	"WATER DIE"									, 0,			160,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// WATER DIE STOP
	"WATER DIE STOP"						, 0,			340,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"CROW WALK"									, 0,			80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_LIGHT_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	"CROW TAKEOFF"							, 0,			80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_NO_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	"CROW LAND"							, 0,			80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_NO_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	"CROW FLY"									, 0,			20, (FLOAT)0.5, ANIM_SPECIALMOVE |  ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_LIGHT_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	"CROW EAT"									, 0,			80, (FLOAT)0, ANIM_STATIONARY  | ANIM_TURNING  | ANIM_NORESTART | ANIM_MIN_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	"HELIDROP"									, 0,			60, (FLOAT)0, ANIM_STATIONARY  | ANIM_TURNING  | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT,			ANIM_STAND,   ANIM_CROUCH, -1,

	"FEM CLEAN"									, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"FEM KICKSN"								, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"FEM LOOK"									, 0,			180,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"FEM WIPE"									, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"REG SQUISH"								, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"REG PULL"									, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"REG SPIT"									, 0,			130,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"KID YOYO"									, 0,			140,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"KID ARMPIT"								, 0,			70,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	"ADULT MONSTER CLOSE ATTACK", 0 ,			70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_STAND,			ANIM_STAND, -1,

	"ADULT MONSTER SPIT ATTACK", 0 ,			70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,						ANIM_STAND,			ANIM_STAND, -1,

	"ADULT MONSTER BEGIN EATING", 0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,																ANIM_STAND,			ANIM_STAND, -1,

	"ADULT MONSTER EATING",				0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"ADULT MONSTER END EATING",		0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,																ANIM_STAND,			ANIM_STAND, -1,

	//RUN
	"BLOODCAT RUN"							, 0,						50,			(FLOAT)5.4, ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_MODERATE_EFFORT,	ANIM_STAND, ANIM_STAND, -1,

	//
	"BLOODCAT BEGIN READY"			, 0,						70,    (FLOAT)0,		ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"BLOODCAT READY"						, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"BLOODCAT END READY"				, 0,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	// CAT HIT
	"BLOODCAT HIT"							, 0,						110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,																	ANIM_STAND, ANIM_STAND,  -1,

	// CAT DIE
	"BLOODCAT DIE"							, 0,						110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER,						ANIM_STAND, ANIM_PRONE,   -1,

	// CAT DIE STOP
	"BLOODCAT DIE STOP"					, 0,						100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT,																																	    ANIM_PRONE, ANIM_PRONE, -1,

	"BLOODCAT SWIPE"						, 0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,																ANIM_STAND,			ANIM_STAND, -1,

	"NINJA GOTO BREATH"					, 0,						70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																			ANIM_STAND,   ANIM_STAND, -1,

	"NINJA BREATH"							, 0,						0,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON,																										ANIM_STAND,		ANIM_STAND, -1,

	"NINJA LOWKICK"							, 0,						50,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,															ANIM_STAND,		ANIM_STAND, -1,

	"NINJA PUNCH"					 		  , 0,						50,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,															ANIM_STAND,		ANIM_STAND, -1,

	"NINJA SPIN KICK"						, 0,						70,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,															ANIM_STAND,		ANIM_STAND, -1,

	//END OPEN DOOR
	"END OPEN DOOR"							, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//END OPEN LOCKED DOOR
	"END OPEN LOCKED DOOR"			, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//KICK DOOR
	"KICK DOOR"									, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART |  ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//KICK DOOR
	"CLOSE DOOR"								, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	// HIT STANDING RIFLE
	"HIT STAND RIFLE"						, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,										ANIM_STAND, ANIM_STAND,  -1,

	// DEEP WATER TREAD
	"DEEP WATER TREAD"					, 0,			200,	   (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT,																																							ANIM_STAND, ANIM_STAND,  -1,

	// DEEP WATER SWIM
	"DEEP WATER SWIM"						, 0,			  160,	   (FLOAT)1.3,   ANIM_MOVING | ANIM_TURNING  | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT,																					ANIM_STAND, ANIM_STAND,  -1,

	// DEEP WATER HIT
	"DEEP WATER HIT"						, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// DEEP WATER DIE
	"DEEP WATER DIE"						, 0,			210,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// DEEP WATER DIE STOPPING
	"DEEP WATER DIE STOPPING"		, 0,			340,    (FLOAT)0,   ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	// DEEP WATER DIE STOP
	"DEEP WATER DIE STOP"				, 0,			340,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	// WATER TRANSITION
	"LOW TO DEEP WATER"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,																				    ANIM_STAND, ANIM_STAND, -1,

	// WATER TRANSITION
	"DEEP TO LOW WATER"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,																				    ANIM_STAND, ANIM_STAND, -1,

	// GOTO SLEEP
	"GOTO SLEEP"								, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT| ANIM_NO_EFFORT,																				    ANIM_CROUCH, ANIM_PRONE, -1,

	// SLEEP
	"SLEEPING"								, 0,				2000,    (FLOAT)0,   ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_UPDATEMOVEMENTMODE,																		    ANIM_PRONE, ANIM_PRONE, -1,

	// WAKEUP
	"WAKEUP"									, 0,				100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT,																				    ANIM_PRONE, ANIM_CROUCH, -1,

	// SHOOT_RIFLE_STAND LOW
	"SHOOT (R) STAND LOW"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	// SHOOT_RIFLE_STAND LOW
	"BURST SHOOT (R) STAND LOW"		, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	//LARVAE Breathing
	"LARVAE BREATH"							, 0,			250,			(FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND,  ANIM_STAND,  -1,

	// GENERIC HIT CROUCHED
	"LARVAE HIT"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,														ANIM_STAND, ANIM_STAND,  -1,

	// FALL FORWARD FROM HIT STAND
	"LARVAE DIE"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// FALL FORWARD FROM HIT STAND
	"LARVAE DIE STOP"						, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	// FEMALE MONSTER BREATHING
	"LARVAE WALKING"						, 0 ,			110,    (FLOAT)0.5,		ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND,  -1,

	// GENERIC HIT CROUCHED
	"INFANT HIT"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,														ANIM_STAND, ANIM_STAND,  -1,

	// FALL FORWARD FROM HIT STAND
	"INFANT DIE"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// FALL FORWARD FROM HIT STAND
	"INFANT DIE STOP"						, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																				    ANIM_PRONE, ANIM_PRONE, -1,

	"INFANT MONSTER SPIT ATTACK", 0 ,			70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND, -1,

	"INFANT MONSTER BEGIN EATING",	0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND, -1,

	"INFANT MONSTER EATING",				0 ,						120,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																										ANIM_STAND,			ANIM_STAND, -1,

	"INFANT MONSTER END EATING",		0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND, -1,

	"ADULT	MONSTER UP",						0 ,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND, -1,

	"ADULT	MONSTER JUMP",					0 ,						110,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND, -1,

	// UNJAM STANDING
	"UNJAM STANDING"							, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,																													ANIM_STAND,  ANIM_STAND, -1,

	// UNJAM CROUCH
	"UNJAM CROUCH"								, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,																													ANIM_CROUCH,  ANIM_CROUCH, -1,

	// UNJAM PRONE
	"UNJAM PRONE"								, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,																														ANIM_PRONE,  ANIM_PRONE, -1,

	// UNJAM STAND DWEL
	"UNJAM STAND DWEL"					, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,																														ANIM_STAND,  ANIM_STAND, -1,

	// UNJAM STAND LOW
	"UNJAM STAND LOW"						, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,																														ANIM_STAND,  ANIM_STAND, -1,

	// READY_RIFLE_CROUCH
	"READY AIM (DW) CROUCH"			, 0,			150,    (FLOAT)0,   ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN  | ANIM_LIGHT_EFFORT,							ANIM_CROUCH,  ANIM_CROUCH, -1,

	// AIM_RIFLE_CROUCH
	"AIM (DW) CROUCH"						, 0,			250,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,								ANIM_CROUCH, ANIM_CROUCH,  -1,

	// SHOOT_RIFLE_CROUCH
	"SHOOT (DW) CROUCH"					, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,																			ANIM_CROUCH,  ANIM_CROUCH, -1,

	// END_RIFLE_STAND
	"END DUAL CROUCH"						, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,										ANIM_CROUCH, ANIM_CROUCH,  -1,

	// UNJAM CROUCH DWEL
	"UNJAM CROUCH DWEL"					, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,																														ANIM_CROUCH,  ANIM_CROUCH, -1,

	//GET ADJACENT ITEM
	"GET ADJACENT ITEM"					, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,												ANIM_STAND,   ANIM_STAND, -1,

	//CUTTING FENCE
	"CUTTING FENCE"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	"CRIPPLE BEG"								, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// CRIPPLE HIT
	"CRIPPLE HIT"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND, ANIM_STAND,  -1,

	// CRIPPLE DIE
	"CRIPPLE DIE"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// CRIPPLE DIE STOP
	"CRIPPLE DIE STOP"					, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																																	ANIM_PRONE, ANIM_PRONE, -1,

	// CRIPPLE FLYBACK DIE
	"CRIPPLE FLYBACK DIE"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// CRIPPLE FLYBACK DIE STOP
	"CRIPPLE FLYBACK DIE STOP"					, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																																	ANIM_PRONE, ANIM_PRONE, -1,

	// CRIPPLE KICK
	"CRIPPLE KICK"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND, ANIM_STAND,   -1,

	// INJURED TRANSITION
	"INJURED TRANSITION"					, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND, ANIM_STAND,   -1,

	//THROW KNIFE
	"THROW KNIFE"									, 0,      50,     (FLOAT)0,		ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT  ,		ANIM_STAND, ANIM_STAND, -1,

	//Breathing
	"KNIFE BREATH"									, 0,			150,			(FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

	//Breathing
	"KNIFE GOTO BREATH"							, 0,			150,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,		ANIM_STAND,   ANIM_STAND, -1,

	//Breathing
	"KNIFE END BREATH"							, 0,			150,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,		ANIM_STAND,   ANIM_STAND, -1,

	// ROBOT HIT
	"ROBOT HIT"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND, ANIM_STAND,  -1,

	// ROBOT DIE
	"ROBOT DIE"								, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// ROBOT DIE STOP
	"ROBOT DIE STOP"					, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																																	ANIM_PRONE, ANIM_PRONE, -1,

	//Catch Standing
	"Catch Standing"				 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_LOWER_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

	//Catch Crouched
	"Catch Crouched"				 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_LOWER_WEAPON,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//PLANT BOMB
	"PLANT BOMB"							, 0,			120,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//Use remote
	"Use Remote"				 , 0,			80,			(FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,		ANIM_STAND,   ANIM_STAND, -1,

	//COWER
	"START Cower"					 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE,		ANIM_STAND,   ANIM_CROUCH, -1,

	//COWER
	"Cowering"						 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//END COWER
	"End Cower"						 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,		ANIM_CROUCH,   ANIM_STAND, -1,

	//STEAL ITEM
	"STEAL ITEM"						, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	//LAUNCH ROCKET
	"LAUNCH ROCKET"					, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	// CIV ALT DIE
	"CIV ALT DIE"							, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	//SHOOT MORTAR
	"SHOOT MORTAR"					, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//CROW DIE
	"CROW_DIE"						, 0,				130,			(FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	//SIDE STEPPING
	"SIDE STEPPING"			, 0,			50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT,			ANIM_STAND,   ANIM_STAND, -1,

	//WALK BACKWARDS
	"WALK BACKWARDS"			, 0,			110, (FLOAT)1.4,  ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_TURNING,			ANIM_STAND,   ANIM_STAND, -1,

	//OPEN STRUCT
	"BEGIN OPEN STRUCT"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//END STRUCT
	"END OPEN STRUCT"		, 0,				70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//END OPEN LOCKED
	"END OPEN LOCKED STRUCT"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	// Punch LOw
	"LOW PUNCH"								 , 0,				70,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT   | ANIM_NOCHANGE_WEAPON,																					ANIM_CROUCH,		ANIM_CROUCH, -1,

	// SHOOT_PISTOL_STAND LOW
	"SHOOT (P) STAND LOW"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	//DECAPITATE
	"DECAPITATE"						, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT   | ANIM_NONINTERRUPT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	"BLOODCAT BITE"						, 0 ,						70,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,																ANIM_STAND,			ANIM_STAND, -1,

	"BIGMERC S NECK"				, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	//CROUCH TRANSITION
	"BIGMERC CROUCH TRANS INTO"		, 0,      90,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING  | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM  | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,	ANIM_STAND, ANIM_CROUCH, -1,

	//CROUCH TRANSITION
	"BIGMERC CROUCH TRANS OUTOF"		, 0,      90,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING  | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM  | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,	ANIM_CROUCH, ANIM_STAND, -1,

	//GOTO PATIENT
	"GOTO PATIENT"								, 0,      1000,     (FLOAT)0,	ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT  ,			ANIM_PRONE, ANIM_PRONE, -1,

	//BEING PATIENT
	"BEING PATIENT"								, 0,      1000,     (FLOAT)0,	ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_UPDATEMOVEMENTMODE ,			ANIM_PRONE, ANIM_PRONE, -1,

	//GOTO DOCTOR
	"GOTO DOCTOR"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//BEING DOCTOR
	"BEING DOCTOR"						, 0,			120,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_UPDATEMOVEMENTMODE ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//ENDING DOCTOR
	"END DOCTOR"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT   | ANIM_NOCHANGE_PENDINGCOUNT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//GOTO REPAIRMAN
	"GOTO REPAIRMAN"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//BEING REPAIRMAN
	"BEING REPAIRMAN"						, 0,			120,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_UPDATEMOVEMENTMODE ,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//ENDING REPAIRMAN
	"END REPAIRMAN"							, 0,			90,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT   | ANIM_NOCHANGE_PENDINGCOUNT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//FALL INTO PIT
	"FALL INTO PIT"							, 0,			60,    (FLOAT)0,		ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																	ANIM_STAND, ANIM_PRONE,  -1,

	// ROBOT WALK
	"ROBOT WALKING"							, 0 ,			80,    (FLOAT)1.5,	ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND,  -1,

	// ROBOT SHOOT
	"ROBOT SHOOT"								, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	// QUEEN HIT
	"QUEEN HIT"								, 0,			200,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND, ANIM_STAND,  -1,

	// QUEEN DIE
	"QUEEN DIE"								, 0,			120,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_STAND, ANIM_PRONE,   -1,

	// QUEEN DIE STOP
	"QUEEN DIE STOP"					, 0,			350,    (FLOAT)0,   ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,																																	ANIM_PRONE, ANIM_PRONE, -1,

	"QUEEN INTO READY"				, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"QUEEN READY"							, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"QUEEN END READY"					, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"QUEEN CALL"							, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"QUEEN MONSTER SPIT ATTACK", 0 ,					130,     (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,			ANIM_STAND,			ANIM_STAND, -1,

	"QUEEN MONSTER SWIPE ATTACK", 0 ,					130,     (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,			ANIM_STAND,			ANIM_STAND, -1,

	//RELOAD ROBOT
	"RELOAD ROBOT"			, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//End Catch Standing
	"Catch Standing"				 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,		ANIM_STAND,   ANIM_STAND, -1,

	//End Catch Crouched
	"Catch Crouched"				 , 0,			80,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	"RADIO"								, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_STAND,			ANIM_STAND, -1,

	"CROUCH RADIO"								, 0,						130,    (FLOAT)0,		ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,																										ANIM_CROUCH,			ANIM_CROUCH, -1,

	// TANK SHOOT
	"TANK SHOOT"					, 0,			200,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	// TANK SHOOT
	"TANK BURST"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	//Queen Slap
	"QUEEN SLAP"					, 0,			120,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART |  ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

		//Slap hit
	"SLAP HIT"						, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART |  ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

	//GET BLOOD
	"GET BLOOD"			, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//VEHICLE DIE
	"VEHICLE DIE"			, 0,			150,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//Queen Frustrated Slap
	"QUEEN FRUSTRATED SLAP"			, 0,			120,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART |  ANIM_LIGHT_EFFORT   | ANIM_NOCHANGE_WEAPON,		ANIM_STAND,   ANIM_STAND, -1,

	//SOLDIER BRUN
	"FIRE FIRE"				, 0,			150,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_IGNORE_AUTOSTANCE,		ANIM_STAND,   ANIM_STAND, -1,

	//AI TRIGGER
	"AI TRIGGER"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	// MONSTER MELT
	"MONSTERMELT"							, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,				ANIM_PRONE, ANIM_PRONE,   -1,

	"MERC INJURED IDLE ANIM"	, 0,			110,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,														ANIM_STAND, ANIM_STAND,  -1,

	// INJURED TRANSITION
	"END INJURED WALK"					, 0,			80,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,															ANIM_STAND, ANIM_STAND,   -1,

	//PASS OBJECT
	"PASS OBJECT"							, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	//ADJACENT DROP OBJECT
	"ADJACENT DROP OBJECT"		, 0,			110,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT  ,		ANIM_STAND,   ANIM_STAND, -1,

	// READY_RIFLE_PRONE
	"READY AIM (DW) PRONE"	, 0,			150,    (FLOAT)0,   ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN  | ANIM_LIGHT_EFFORT,										ANIM_PRONE,  ANIM_PRONE, -1,

	// AIM_RIFLE_PRONE
	"AIM (DW) PRONE"				, 0,			250,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,  ANIM_PRONE, ANIM_PRONE,  -1,

	// SHOOT_RIFLE_PRONE
	"SHOOT (DW) PRONE"			, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_PRONE,  ANIM_PRONE, -1,

	// END_RIFLE_PRONE
	"END DUAL PRONE"			, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,										ANIM_PRONE, ANIM_PRONE,  -1,

	// UNJAM PRONE DWEL
	"UNJAM PRONE DWEL"					, 0,			150,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT ,			ANIM_PRONE,  ANIM_PRONE, -1,

	//PICK LOCK
	"PICK LOCK"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//OPEN DOOR CROUCHED
	"OPEN DOOR CROUCHED"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//BEGIN OPENSTRUCT CROUCHED
	"BEGIN OPEN STRUCT CROUCHED"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//CLOSE DOOR CROUCHED
	"CLOSE DOOR CROUCHED"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//OPEN STRUCT CROUCHED
	"OPEN STRUCT CROUCHED"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//END OPEN DOOR CROUCHED
	"END OPEN DOOR CROUCHED"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//END OPENSTRUCT CROUCHED
	"END OPENSTRUCT CROUCHED"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//END OPEN LOCKED DOOR CROUCHED
	"END OPNE LOCKED DOOR CR"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//END OPEN STRUCT LOCKED CR
	"END OPEN STRUCT LOCKED CR"		, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	"DRUNK IDLE"									, 0,			170,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,										ANIM_STAND, ANIM_STAND,  -1,

	// CROWBAR
	"CROWBAR"										 , 0,				70,      (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT   | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,									ANIM_STAND,		ANIM_STAND, -1,

	// COWER HIT ANIMATION
	"COWER HIT"					, 0,			80,    (FLOAT)1.6,   ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,	  ANIM_CROUCH, ANIM_CROUCH,  -1,

	// BLOODCAT WALK BACKWARDS
	"BLOODCAT WALKING BACKWARDS", 0 ,			30,    (FLOAT)1.2,		ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND,  -1,

	// CREATURE WALK BACKWARDS
	"MONSTER WALKING BACKWARDS", 0 ,			30,    (FLOAT)2.5,		ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND,  -1,

	// KID SKIPPING
	"KID SKIPPING", 0 ,					70,    (FLOAT)2.0,		ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,																ANIM_STAND,			ANIM_STAND,  -1,

	// STAND BURST
	"STAND BURST SHOOT"		, 0,			100,    (FLOAT)0,   ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE,														ANIM_STAND, ANIM_STAND,  -1,

	//Attach string
	"Attach String"			, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//SWAT BACKWARDS
	"SWAT BACKWARDS"			, 0,			110, (FLOAT)1.4,  ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING,			ANIM_CROUCH,   ANIM_CROUCH, -1,
	
	 //JUMP OVER BLOCKING PERSON
	"JUMP OVER"			, 0,			110, (FLOAT)3.6,  ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING,			ANIM_STAND,   ANIM_STAND, -1,

	//REFUEL VEHICLE
	"REFUEL VEHICLE"			, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

	//Robot camera not moving
	"ROBOT CAMERA"					, 0,			0,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT   | ANIM_BREATH,		ANIM_STAND,   ANIM_STAND, -1,

	//CRIPPLE OPEN DOOR
	"CRIPPLE OPEN DOOR"			, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

  //CRIPPLE CLOSE DOOR
	"CRIPPLE CLOSE DOOR"		, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//CRIPPLE END OPEN DOOR
	"END OPEN DOOR"							, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART  | ANIM_MIN_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//CRIPPLE END OPEN LOCKED DOOR
	"END OPEN LOCKED DOOR"			, 0,			100,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,		ANIM_STAND,   ANIM_STAND, -1,

	//CROUCH PICK LOCK
	"CROUCH PICK LOCK"							, 0,			70,			(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,		ANIM_CROUCH,   ANIM_CROUCH, -1,

//<SB>
	//
	"BURST (DW) STAND"			, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_STAND,  ANIM_STAND, -1,

	//
	"BURST (DW) CROUCH"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,																			ANIM_CROUCH,  ANIM_CROUCH, -1,

	//
	"BURST (DW) PRONE"			, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,										ANIM_PRONE,  ANIM_PRONE, -1,

	//
//	"BURST HMG CROUCH"					, 0,			100,    (FLOAT)0,   ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,																			ANIM_CROUCH,  ANIM_CROUCH, -1

	// crouch throwing
	"THROW ITEM CROUCHED",	0,	80,	(FLOAT)0,	ANIM_STATIONARY  | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,	ANIM_CROUCH,	ANIM_CROUCH, -1,
	//sideroll
	"SIDEROLL",	0,	80,	(FLOAT)0.7,	ANIM_MOVING | ANIM_NORESTART | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,	ANIM_PRONE,	ANIM_PRONE, -1,
	//sideroll CCW
	"SIDEROLL CCW",	0,	80,	(FLOAT)0.7,	ANIM_MOVING | ANIM_NORESTART | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,	ANIM_PRONE,	ANIM_PRONE, -1,
	//</SB>

};

ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
{
	-5,(FLOAT)1.6,				//REGMALE								
	-10,(FLOAT)1.6,				//BIGMALE								
	-5,(FLOAT)1.6,				//STOCKYMALE						
	-15,(FLOAT)1.6,				//REGFEMALE							
	0,	(FLOAT)1.6,				//ADULTMONSTER					
	0,	(FLOAT)1.6,				//ADULTMONSTER					
	0,	(FLOAT)1.6,				//ADULTMONSTER					
	0,	(FLOAT)1.6,				//ADULTMONSTER					
	0,	(FLOAT)1.6,				//ADULTMONSTER					
	0,	(FLOAT)2.2,				//INFANT								
	0,  (FLOAT)1.6,				//QUEEN MONSTER					
	40, (FLOAT)1.3,				//FATCIV								
	10, (FLOAT)1.3,				//MANCIV								
	-10,(FLOAT)1.3,				//MINICIV								
	-10,(FLOAT)1.3,				//DRESSCIV							
	-20,(FLOAT)1.6,				//HAT KID								
	-20,(FLOAT)1.6,				//NOHAT KID							
	-20,(FLOAT)1.6,				//CRIPPLE								
	60, (FLOAT)0.9,				//COW										
	20, (FLOAT)1.6,				//CROW									
	0, (FLOAT)1.2,				//BLOOD CAT							
	20, (FLOAT)1.1,				//ROBOT1								
	-10, (FLOAT)4.0,			//HUMVEE								

	-10, (FLOAT)4.0,			//TANK_NW
	-10, (FLOAT)4.0,			//TANK_NE
	-10, (FLOAT)4.0,			//ELDORADO
	-10, (FLOAT)4.0,			//ICECREAMTRUCK
	-10, (FLOAT)4.0,			//JEEP
};

UINT8 gubMaxActionPoints[ TOTALBODYTYPES ];
/* =
{
	AP_MAXIMUM,				//REGMALE
	AP_MAXIMUM,				//BIGMALE
	AP_MAXIMUM,				//STOCKYMALE
	AP_MAXIMUM,				//REGFEMALE
	AP_MONSTER_MAXIMUM,				//ADULTMONSTER
	AP_MONSTER_MAXIMUM,				//ADULTMONSTER
	AP_MONSTER_MAXIMUM,				//ADULTMONSTER
	AP_MONSTER_MAXIMUM,				//ADULTMONSTER
	AP_MONSTER_MAXIMUM,				//ADULTMONSTER
	AP_MONSTER_MAXIMUM,				//INFANT
	AP_MONSTER_MAXIMUM,				//QUEEN MONSTER
	AP_MAXIMUM,							//FATCIV
	AP_MAXIMUM,				//MANCIV
	AP_MAXIMUM,				//MINICIV
	AP_MAXIMUM,				//DRESSCIV
	AP_MAXIMUM,				//HAT KID
	AP_MAXIMUM,				//NOHAT KID
	AP_MAXIMUM,				//CRIPPLE
	AP_MAXIMUM,				//COW
	AP_MAXIMUM,				//CROW
	AP_MAXIMUM,				//BLOOD CAT
	AP_MAXIMUM,				// ROBOT1
	AP_VEHICLE_MAXIMUM,				//HUMVEE
	AP_VEHICLE_MAXIMUM,				//TANK1
	AP_VEHICLE_MAXIMUM,				//TANK2
	AP_VEHICLE_MAXIMUM,				//ELDORADO
	AP_VEHICLE_MAXIMUM,				//ICECREAMTRUCK
	AP_VEHICLE_MAXIMUM,				//JEEP
};*/


ANI_SPEED_DEF gubAnimRunSpeeds[ TOTALBODYTYPES ] =
{
	0,	(FLOAT)2.6,					//REGMALE
	5,		(FLOAT)2.6,				//BIGMALE
	0,		(FLOAT)2.6,				//STOCKYMALE
	-10,	(FLOAT)2.6,				//REGFEMALE
	0,		(FLOAT)2.6,				//ADULTMONSTER
	0,		(FLOAT)2.6,				//ADULTMONSTER
	0,		(FLOAT)2.6,				//ADULTMONSTER
	0,		(FLOAT)2.6,				//ADULTMONSTER
	0,		(FLOAT)2.6,				//ADULTMONSTER
	0,		(FLOAT)2.6,				//ADULTMONSTER
	0,		(FLOAT)2.8,				//INFANT
	10,		(FLOAT)2.3,				//FATCIV
	-10,		(FLOAT)2.3,				//MANCIV
	-20,	(FLOAT)2.3,				//MINICIV
	-30,	(FLOAT)2.3,				//DRESSCIV
	-40,	(FLOAT)2.6,				//HAT KID
	-40,	(FLOAT)2.6,				//NOHAT KID
	-20,	(FLOAT)2.3,				//CRIPPLE
	30,		(FLOAT)2.0,				//COW
};


// Really only the first mercs are using any of these values....
ANI_SPEED_DEF gubAnimSwatSpeeds[ TOTALBODYTYPES ] =
{
	0,	(FLOAT)2.2,				//REGMALE
	20, (FLOAT)2.2,				//BIGMALE
	0,	(FLOAT)2.2,				//STOCKYMALE
	-10,(FLOAT)2.2,				//REGFEMALE
};

// Really only the first mercs are using any of these values....
ANI_SPEED_DEF gubAnimCrawlingSpeeds[ TOTALBODYTYPES ] =
{
	0,	(FLOAT)0.8,				//REGMALE
	20, (FLOAT)0.8,				//BIGMALE
	0,	(FLOAT)0.8,				//STOCKYMALE
	-10,(FLOAT)0.8,				//REGFEMALE
};


UINT16 gusNothingBreath[ ] =
{
	RGMNOTHING_STD,
	BGMNOTHING_STD,
	RGMNOTHING_STD,
	RGFNOTHING_STD,
};


UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
UINT16 gubAnimSurfaceMidWaterSubIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ][2];
UINT16 gubAnimSurfaceItemSubIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
UINT16 gubAnimSurfaceCorpseID[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];


ANIMSUBTYPE gRifleInjuredSub[] =
{
	WALKING,	RGMHURTWALKINGR,	BGMHURTWALKINGR,	RGMHURTWALKINGR,	RGFHURTWALKINGR,
};

ANIMSUBTYPE gNothingInjuredSub[] =
{
	WALKING,	RGMHURTWALKINGN,	BGMHURTWALKINGN,	RGMHURTWALKINGN,	RGFHURTWALKINGN,
};

ANIMSUBTYPE gDoubleHandledSub =
{
	STANDING, RGMDBLBREATH,			BGMDBLBREATH,			RGMDBLBREATH,			RGFDBLBREATH
};


void	InitAnimationSurfacesPerBodytype( )
{
	INT32 cnt1, cnt2;

	// Should be set to a non-init values
	for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1 ++ )
	{
		for ( cnt2 = 0; cnt2 < NUMANIMATIONSTATES; cnt2 ++ )
		{
			gubAnimSurfaceIndex[ cnt1][ cnt2 ] = INVALID_ANIMATION;
			gubAnimSurfaceItemSubIndex[ cnt1][ cnt2 ] = INVALID_ANIMATION;
			gubAnimSurfaceMidWaterSubIndex[ cnt1][ cnt2 ][ 0 ] = INVALID_ANIMATION;
			gubAnimSurfaceMidWaterSubIndex[ cnt1][ cnt2 ][ 1 ] = INVALID_ANIMATION;
			gubAnimSurfaceCorpseID[ cnt1][ cnt2 ] = NO_CORPSE;
		}
	}
	memset( gRandomAnimDefs, 0, sizeof( gRandomAnimDefs ) );


	// REGULAR MALE GUY
	gubAnimSurfaceIndex[ REGMALE ][ WALKING ]								= RGMBASICWALKING;
	gubAnimSurfaceIndex[ REGMALE ][ STANDING ]							= RGMSTANDING;
	gubAnimSurfaceIndex[ REGMALE ][ KNEEL_DOWN ]						= RGMCROUCHING;
	gubAnimSurfaceIndex[ REGMALE ][ CROUCHING ]							= RGMCROUCHING;
	gubAnimSurfaceIndex[ REGMALE ][ KNEEL_UP ]							= RGMCROUCHING;
	gubAnimSurfaceIndex[ REGMALE ][ SWATTING ]							= RGMSNEAKING;
	gubAnimSurfaceIndex[ REGMALE ][ RUNNING ]								= RGMRUNNING;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_DOWN ]						= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ CRAWLING ]							= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_UP ]							= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE ]									= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_STAND ]			= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_STAND ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_STAND ]			= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_STAND ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ START_SWAT ]						= RGMSNEAKING;
	gubAnimSurfaceIndex[ REGMALE ][ END_SWAT ]							= RGMSNEAKING;
	gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT ]						= RGMHITHARD;
	gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_PRONE ]			= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_PRONE ]				= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_PRONE ]			= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_PRONE ]				= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_DEATHTWICH ]		= RGMHITHARD;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_STAND ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT_BLOOD_STAND ]		= RGMHITHARDBLOOD;
	gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT_DEATH ]			= RGMHITHARD;
	gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_CROUCH ]		= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_CROUCH ]			= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_CROUCH ]		= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_CROUCH ]			= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_STAND ]		= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ REGMALE ][ ROLLOVER ]							= RGMROLLOVER;
	gubAnimSurfaceIndex[ REGMALE ][ CLIMBUPROOF ]						= RGMCLIMBROOF;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF ]								= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ GETUP_FROM_ROLLOVER ]		= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ CLIMBDOWNROOF ]					= RGMCLIMBROOF;
	gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_ROOF ]			= RGMFALLF;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATHTWITCHB ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]	= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHB ]		= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATH ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATH ]		= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_CROUCH ]		= RGMHITCROUCH;
	gubAnimSurfaceIndex[ REGMALE ][ STANDING_BURST ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ STANDING_BURST_HIT ]		= RGMHITHARD;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATH ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ]				= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_CROUCH ]			= RGMHITCROUCH;
	gubAnimSurfaceIndex[ REGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_PRONE ]			= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATH ]				= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_LAY_FROMHIT ]			= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATHTWITCHNB ]					= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATHTWITCHB ]					= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HITDEATH_STOP ]					= RGMHITHARD;
	gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_HITDEATH_STOP ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HITDEATH_STOP ]				= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_HITDEATH_STOP ]						= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ FLYBACKHIT_STOP ]								= RGMHITHARD;
	gubAnimSurfaceIndex[ REGMALE ][ FALLBACKHIT_STOP ]							= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_STOP ]									= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_STOP ]					= RGMFALLF;
	gubAnimSurfaceIndex[ REGMALE ][ STAND_FALLFORWARD_STOP ]				= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_LAYFROMHIT_STOP ]					= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ HOPFENCE ]											= RGMHOPFENCE;
	gubAnimSurfaceIndex[ REGMALE ][ PUNCH_BREATH ]									= RGMPUNCH;
	gubAnimSurfaceIndex[ REGMALE ][ PUNCH ]													= RGMPUNCH;
	gubAnimSurfaceIndex[ REGMALE ][ NOTHING_STAND ]									= RGMNOTHING_STD;
	gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH ]									= RGMDIE_JFK;
	gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH_STOP ]							= RGMDIE_JFK;
	gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH_TWITCHB ]					= RGMDIE_JFK;
	gubAnimSurfaceIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_DEATH ]									= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_DEATH_STOP ]						= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_TWITCHB ]								= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_TWITCHNB ]							= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_DEATH ]					= RGMFALLF;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_DEATH_STOP ]		= RGMFALLF;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_TWITCHB ]				= RGMFALLF;
	gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_TWITCHNB ]			= RGMFALLF;
	gubAnimSurfaceIndex[ REGMALE ][ OPEN_DOOR ]											= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ OPEN_STRUCT ]										= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ PICKUP_ITEM ]										= RGMPICKUP;
	gubAnimSurfaceIndex[ REGMALE ][ DROP_ITEM ]											= RGMPICKUP;
	gubAnimSurfaceIndex[ REGMALE ][ SLICE ]													= RGMSLICE;
	gubAnimSurfaceIndex[ REGMALE ][ STAB ]													= RGMSTAB;
	gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ]										= RGMCSTAB;
	gubAnimSurfaceIndex[ REGMALE ][ START_AID ]											= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_AID ]												= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ DODGE_ONE ]											= RGMDODGE;
	gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_STAND ]							= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_STAND ]								= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_STAND ]							= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_STAND ]								= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGMALE ][ RAISE_RIFLE ]										= RGMRAISE;
	gubAnimSurfaceIndex[ REGMALE ][ LOWER_RIFLE ]										= RGMRAISE;
	gubAnimSurfaceIndex[ REGMALE ][ BODYEXPLODING ]									= BODYEXPLODE;
	gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM ]										= RGMTHROW;
	gubAnimSurfaceIndex[ REGMALE ][ LOB_ITEM ]											= RGMLOB;
	gubAnimSurfaceIndex[ REGMALE ][ CROUCHED_BURST ]								= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_BURST ]										= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ GIVE_ITEM ]											= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ CLIMB_CLIFF ]										= RGMMCLIMB;
	gubAnimSurfaceIndex[ REGMALE ][ CLIMB_CLIFF ]										= RGMMCLIMB;
	gubAnimSurfaceIndex[ REGMALE ][ WATER_HIT ]											= RGMWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ WATER_DIE]											= RGMWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ WATER_DIE_STOP ]								= RGMWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ HELIDROP ]											= RGMHELIDROP;
	gubAnimSurfaceIndex[ REGMALE ][ FEM_LOOK ]											= RGM_LOOK;
	gubAnimSurfaceIndex[ REGMALE ][ REG_SQUISH ]										= RGM_SQUISH;
	gubAnimSurfaceIndex[ REGMALE ][ REG_PULL ]											= RGM_PULL;
	gubAnimSurfaceIndex[ REGMALE ][ REG_SPIT ]											= RGM_SPIT;
	gubAnimSurfaceIndex[ REGMALE ][ NINJA_GOTOBREATH ]							= RGMLOWKICK;
	gubAnimSurfaceIndex[ REGMALE ][ NINJA_BREATH ]									= RGMLOWKICK;
	gubAnimSurfaceIndex[ REGMALE ][ NINJA_LOWKICK ]									= RGMLOWKICK;
	gubAnimSurfaceIndex[ REGMALE ][ NINJA_PUNCH ]										= RGMNPUNCH;
	gubAnimSurfaceIndex[ REGMALE ][ NINJA_SPINKICK ]								= RGMSPINKICK;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_DOOR ]									= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_LOCKED_DOOR ]					= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ KICK_DOOR ]											= RGMKICKDOOR;
	gubAnimSurfaceIndex[ REGMALE ][ CLOSE_DOOR ]										= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ RIFLE_STAND_HIT ]								= RGMRHIT;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_TRED ]								= RGMDEEPWATER_TRED;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_SWIM ]								= RGMDEEPWATER_SWIM;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_HIT ]								= RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE]									= RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE_STOPPING ]				= RGMWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE_STOP ]						= RGMWATER_DIE;
	gubAnimSurfaceIndex[ REGMALE ][ LOW_TO_DEEP_WATER ]							= RGMWATER_TRANS;
	gubAnimSurfaceIndex[ REGMALE ][ DEEP_TO_LOW_WATER ]							= RGMWATER_TRANS;
	gubAnimSurfaceIndex[ REGMALE ][ GOTO_SLEEP ]										= RGMSLEEP;
	gubAnimSurfaceIndex[ REGMALE ][ SLEEPING ]											= RGMSLEEP;
	gubAnimSurfaceIndex[ REGMALE ][ WKAEUP_FROM_SLEEP ]							= RGMSLEEP;
	gubAnimSurfaceIndex[ REGMALE ][ FIRE_LOW_STAND ]								= RGMSHOOT_LOW;
	gubAnimSurfaceIndex[ REGMALE ][ FIRE_BURST_LOW_STAND ]					= RGMSHOOT_LOW;
	gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ]					= RGMSTANDAIM;
	gubAnimSurfaceIndex[ REGMALE ][ CROUCH_SHOOT_UNJAM ]						= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_SHOOT_UNJAM ]							= RGMPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_DWEL_UNJAM ]		  = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_LOW_UNJAM ]		  = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_CROUCH ]							= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_CROUCH ]								= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_CROUCH ]							= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_CROUCH ]								= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ REGMALE ][ CROUCH_SHOOT_DWEL_UNJAM ]				= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM ]							= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ CUTTING_FENCE ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ FROM_INJURED_TRANSITION ]				= RGMHURTTRANS;
	gubAnimSurfaceIndex[ REGMALE ][ THROW_KNIFE ]										= RGMTHROWKNIFE;
	gubAnimSurfaceIndex[ REGMALE ][ KNIFE_BREATH ]									= RGMBREATHKNIFE;
	gubAnimSurfaceIndex[ REGMALE ][ KNIFE_GOTOBREATH ]							= RGMBREATHKNIFE;
	gubAnimSurfaceIndex[ REGMALE ][ KNIFE_ENDBREATH ]								= RGMBREATHKNIFE;
	gubAnimSurfaceIndex[ REGMALE ][ CATCH_STANDING ]								= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ CATCH_CROUCHED ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ PLANT_BOMB ]										= RGMPICKUP;
	gubAnimSurfaceIndex[ REGMALE ][ USE_REMOTE ]										= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ START_COWER ]										= RGMCOWER;
	gubAnimSurfaceIndex[ REGMALE ][ COWERING ]											= RGMCOWER;
	gubAnimSurfaceIndex[ REGMALE ][ END_COWER ]											= RGMCOWER;
	gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM ]										= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ROCKET ]									= RGMROCKET;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_MORTAR ]									= RGMMORTAR;
	gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP ]											= RGMSIDESTEP;
	gubAnimSurfaceIndex[ REGMALE ][ WALK_BACKWARDS ]								= RGMBASICWALKING;
	gubAnimSurfaceIndex[ REGMALE ][ BEGIN_OPENSTRUCT ]							= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT ]								= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_LOCKED ]					= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ PUNCH_LOW ]											= RGMPUNCHLOW;
	gubAnimSurfaceIndex[ REGMALE ][ PISTOL_SHOOT_LOW ]							= RGMPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[ REGMALE ][ DECAPITATE ]										= RGMCSTAB;
	gubAnimSurfaceIndex[ REGMALE ][ GOTO_PATIENT ]									= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ BEING_PATIENT ]									= RGMHITPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ GOTO_DOCTOR ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ BEING_DOCTOR ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_DOCTOR ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ GOTO_REPAIRMAN ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ BEING_REPAIRMAN ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_REPAIRMAN ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ FALL_INTO_PIT ]									= RGMFALL;
	gubAnimSurfaceIndex[ REGMALE ][ RELOAD_ROBOT ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_CATCH ]											= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ END_CROUCH_CATCH ]							= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ AI_RADIO ]											= RGMRADIO;
	gubAnimSurfaceIndex[ REGMALE ][ AI_CR_RADIO ]										= RGMCRRADIO;
	gubAnimSurfaceIndex[ REGMALE ][ SLAP_HIT ]											= RGMHITSTAND;
	gubAnimSurfaceIndex[ REGMALE ][ TAKE_BLOOD_FROM_CORPSE ]				= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ CHARIOTS_OF_FIRE ]							= RGMBURN;
	gubAnimSurfaceIndex[ REGMALE ][ AI_PULL_SWITCH ]								= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ MERC_HURT_IDLE_ANIM ]						= RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[ REGMALE ][ END_HURT_WALKING ]							= RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[ REGMALE ][ PASS_OBJECT ]										= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ DROP_ADJACENT_OBJECT ]					= RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_PRONE ]							= RGMDWPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_PRONE ]								= RGMDWPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_PRONE ]							= RGMDWPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_PRONE ]								= RGMDWPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PRONE_SHOOT_DWEL_UNJAM ]			  = RGMDWPRONE;
	gubAnimSurfaceIndex[ REGMALE ][ PICK_LOCK ]										  = RGMOPEN;
	gubAnimSurfaceIndex[ REGMALE ][ OPEN_DOOR_CROUCHED ]						= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ BEGIN_OPENSTRUCT_CROUCHED ]			= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ CLOSE_DOOR_CROUCHED ]						= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ OPEN_STRUCT_CROUCHED ]					= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_DOOR_CROUCHED ]				= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_CROUCHED ]				= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ]	= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ DRUNK_IDLE ]										= RGMDRUNK;
	gubAnimSurfaceIndex[ REGMALE ][ CROWBAR_ATTACK ]								= RGMCROWBAR;
	gubAnimSurfaceIndex[ REGMALE ][ CRIPPLE_KICKOUT ]								= CRIPCIVKICK;
	gubAnimSurfaceIndex[ REGMALE ][ ATTACH_CAN_TO_STRING ]					= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS ]								= RGMSNEAKING;
	gubAnimSurfaceIndex[ REGMALE ][ JUMP_OVER_BLOCKING_PERSON ]			= RGMJUMPOVER;
	gubAnimSurfaceIndex[ REGMALE ][ REFUEL_VEHICLE ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ REGMALE ][ LOCKPICK_CROUCHED ]					  	= RGMMEDIC;
//<SB>
	//double burst
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_BURST_STAND ]					  	= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_BURST_CROUCH ]					  	= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_BURST_PRONE ]					  	= RGMDWPRONE;
	//crouch throwing
	gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM_CROUCHED ]										= RGMCRTHROW;
	//sideroll
	gubAnimSurfaceIndex[ REGMALE ][ SIDEROLL ]										= RGMSIDEROLL;
	gubAnimSurfaceIndex[ REGMALE ][ SIDEROLL_CCW ]										= RGMSIDEROLL;
//</SB>

	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0]									= RGMWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0]									= RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ RUNNING ][0]									= RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_RIFLE_STAND ][0]				= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_RIFLE_STAND ][0]					= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ][0]				= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_RIFLE_STAND ][0]					= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_BURST ][0]					= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ][0]	= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][1]									= RGMWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][1]									= RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ RUNNING ][1]									= RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_RIFLE_STAND ][1]				= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_RIFLE_STAND ][1]					= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ][1]				= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_RIFLE_STAND ][1]					= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_BURST ][1]					= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ][1]	= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_DUAL_STAND ][1]				= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_DUAL_STAND ][1]					= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_DUAL_STAND ][1]				= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_DUAL_STAND ][1]					= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ][0]		= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ][1]		= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][0]							= RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][1]							= RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][0]								= RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][1]								= RGMWATERTHROW;


	//Setup some random stuff
	gRandomAnimDefs[ REGMALE ][ 0 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ REGMALE ][ 0 ].sAnimID							= REG_SPIT;
	gRandomAnimDefs[ REGMALE ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ REGMALE ][ 0 ].ubEndRoll						= 3;
	gRandomAnimDefs[ REGMALE ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ REGMALE ][ 0 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGMALE ][ 1 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ REGMALE ][ 1 ].sAnimID							= REG_SQUISH;
	gRandomAnimDefs[ REGMALE ][ 1 ].ubStartRoll					= 10;
	gRandomAnimDefs[ REGMALE ][ 1 ].ubEndRoll						= 13;
	gRandomAnimDefs[ REGMALE ][ 1 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ REGMALE ][ 1 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGMALE ][ 2 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ REGMALE ][ 2 ].sAnimID							= FEM_LOOK;
	gRandomAnimDefs[ REGMALE ][ 2 ].ubStartRoll					= 20;
	gRandomAnimDefs[ REGMALE ][ 2 ].ubEndRoll						= 23;
	gRandomAnimDefs[ REGMALE ][ 2 ].ubFlags							= 0;
	gRandomAnimDefs[ REGMALE ][ 2 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGMALE ][ 3 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ REGMALE ][ 3 ].sAnimID							= REG_PULL;
	gRandomAnimDefs[ REGMALE ][ 3 ].ubStartRoll					= 30;
	gRandomAnimDefs[ REGMALE ][ 3 ].ubEndRoll						= 33;
	gRandomAnimDefs[ REGMALE ][ 3 ].ubFlags							= 0;
	gRandomAnimDefs[ REGMALE ][ 3 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGMALE ][ 4 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ REGMALE ][ 4 ].sAnimID							= MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[ REGMALE ][ 4 ].ubStartRoll					= 40;
	gRandomAnimDefs[ REGMALE ][ 4 ].ubEndRoll						= 100;
	gRandomAnimDefs[ REGMALE ][ 4 ].ubFlags							= RANDOM_ANIM_INJURED;
	gRandomAnimDefs[ REGMALE ][ 4 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGMALE ][ 5 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ REGMALE ][ 5 ].sAnimID							= DRUNK_IDLE;
	gRandomAnimDefs[ REGMALE ][ 5 ].ubStartRoll					= 40;
	gRandomAnimDefs[ REGMALE ][ 5 ].ubEndRoll						= 100;
	gRandomAnimDefs[ REGMALE ][ 5 ].ubFlags							= RANDOM_ANIM_DRUNK;
	gRandomAnimDefs[ REGMALE ][ 5 ].ubAnimHeight				= ANIM_STAND;


	gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING ]									= RGMPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING ]									= RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING ]									= RGMNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ SWATTING ]									= RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ START_SWAT ]								= RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ END_SWAT ]									= RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ KNEEL_DOWN ]								= RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCHING ]								= RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ KNEEL_UP ]									= RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_STAND ]				= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_STAND ]					= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ]				= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_STAND ]					= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING_BURST ]						= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ]	= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_CROUCH ]				= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_CROUCH ]					= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_CROUCH ]				= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_CROUCH ]					= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_DOWN ]								= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ CRAWLING ]									= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_UP ]									= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE ]										= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_PRONE ]				= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_PRONE ]					= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_PRONE ]				= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_PRONE ]					= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ GETUP_FROM_ROLLOVER ]			= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ]			= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCH_SHOOT_UNJAM ]				= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_SHOOT_UNJAM ]				= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_BURST_LOW_STAND ]			= RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_LOW_STAND ]						= RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCHED_BURST ]						= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_BURST ]							= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ MERC_HURT_IDLE_ANIM ]			= RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ END_HURT_WALKING ]					= RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ WALK_BACKWARDS ]						= RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ REGMALE ][ DRUNK_IDLE ]								= RGMPISTOLDRUNK;
	

	gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATH ]						= SMERC_FWD;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_DEATH ]						= SMERC_BCK;
	gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_HIT_DEATH ]							= SMERC_PRN;
	gubAnimSurfaceCorpseID[ REGMALE ][ WATER_DIE ]										= SMERC_WTR;
	gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACK_HIT_DEATH ]						= SMERC_DHD;
	gubAnimSurfaceCorpseID[ REGMALE ][ JFK_HITDEATH ]									= SMERC_JFK;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF_DEATH ]								= SMERC_FALL;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF_FORWARD_DEATH ]				= SMERC_FALLF;
	gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACK_HIT ]									= SMERC_DHD;
	gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= SMERC_FWD;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ]		= SMERC_FWD;
	gubAnimSurfaceCorpseID[ REGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= SMERC_FWD;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_STAND ]						= SMERC_BCK;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]		= SMERC_BCK;
	gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_HIT_DEATHTWITCHNB ]			= SMERC_PRN;
	gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_LAY_FROMHIT ]						= SMERC_PRN;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF ]											= SMERC_FALLF;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_ROOF ]							= SMERC_FALL;
	gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACKHIT_STOP ]							= SMERC_DHD;
	gubAnimSurfaceCorpseID[ REGMALE ][ STAND_FALLFORWARD_STOP ]				= SMERC_FWD;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACKHIT_STOP ]							= SMERC_BCK;
	gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_LAYFROMHIT_STOP ]				= SMERC_PRN;
	gubAnimSurfaceCorpseID[ REGMALE ][ CHARIOTS_OF_FIRE ]							= BURNT_DEAD;
	gubAnimSurfaceCorpseID[ REGMALE ][ BODYEXPLODING ]								= EXPLODE_DEAD;


	// BIG MALE GUY
	gubAnimSurfaceIndex[ BIGMALE ][ WALKING ]								= BGMWALKING;
	gubAnimSurfaceIndex[ BIGMALE ][ STANDING ]							= BGMSTANDING;
	gubAnimSurfaceIndex[ BIGMALE ][ KNEEL_DOWN ]						= BGMCROUCHING;
	gubAnimSurfaceIndex[ BIGMALE ][ CROUCHING ]							= BGMCROUCHING;
	gubAnimSurfaceIndex[ BIGMALE ][ KNEEL_UP ]							= BGMCROUCHING;
	gubAnimSurfaceIndex[ BIGMALE ][ SWATTING ]							= BGMSNEAKING;
	gubAnimSurfaceIndex[ BIGMALE ][ RUNNING ]								= BGMRUNNING;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_DOWN ]						= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ CRAWLING ]							= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_UP ]							= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE ]									= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_STAND ]			= BGMSTANDAIM2;
	gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_STAND ]				= BGMSTANDAIM2;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ]			= BGMSTANDAIM2;
	gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_STAND ]				= BGMSTANDAIM2;
	gubAnimSurfaceIndex[ BIGMALE ][ START_SWAT ]						= BGMSNEAKING;
	gubAnimSurfaceIndex[ BIGMALE ][ END_SWAT ]							= BGMSNEAKING;
	gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT ]						= BGMHITHARD;
	gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_PRONE ]			= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_PRONE ]				= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_PRONE ]			= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_PRONE ]				= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_DEATHTWICH ]		= BGMHITHARD;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_STAND ]			= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT_BLOOD_STAND ]		= BGMHITHARDBLOOD;
	gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT_DEATH ]			= BGMHITHARD;
	gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_CROUCH ]		= BGMCROUCHAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_CROUCH ]			= BGMCROUCHAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_CROUCH ]		= BGMCROUCHAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_CROUCH ]			= BGMCROUCHAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_STAND ]		= BGMHITFALLBACK;
	gubAnimSurfaceIndex[ BIGMALE ][ ROLLOVER ]							= BGMROLLOVER;
	gubAnimSurfaceIndex[ BIGMALE ][ CLIMBUPROOF ]						= BGMCLIMBROOF;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF ]								= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ GETUP_FROM_ROLLOVER ]		= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ CLIMBDOWNROOF ]					= BGMCLIMBROOF;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_ROOF ]						= BGMFALLF;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHB ]		= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]	= BGMHITFALLBACK;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHB ]		= BGMHITFALLBACK;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATH ]			= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATH ]		= BGMHITFALLBACK;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_CROUCH ]		= BGMHITCROUCH;
	gubAnimSurfaceIndex[ BIGMALE ][ STANDING_BURST ]				= BGMSTANDAIM2;
	gubAnimSurfaceIndex[ BIGMALE ][ STANDING_BURST_HIT ]		= BGMHITHARD;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATH ]			= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ]		= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ]				= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_CROUCH ]			= BGMHITCROUCH;
	gubAnimSurfaceIndex[ BIGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]		= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_PRONE ]			= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATH ]				= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_LAY_FROMHIT ]			= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ]					= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATHTWITCHB ]					= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HITDEATH_STOP ]					= BGMHITHARD;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_HITDEATH_STOP ]			= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HITDEATH_STOP ]				= BGMHITFALLBACK;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HITDEATH_STOP ]						= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ FLYBACKHIT_STOP ]								= BGMHITHARD;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLBACKHIT_STOP ]							= BGMHITFALLBACK;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_STOP ]									= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_STOP ]					= BGMFALLF;
	gubAnimSurfaceIndex[ BIGMALE ][ STAND_FALLFORWARD_STOP ]				= BGMHITSTAND;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_LAYFROMHIT_STOP ]					= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ HOPFENCE ]											= BGMHOPFENCE;
	gubAnimSurfaceIndex[ BIGMALE ][ PUNCH_BREATH ]									= BGMPUNCH;
	gubAnimSurfaceIndex[ BIGMALE ][ PUNCH ]													= BGMPUNCH;
	gubAnimSurfaceIndex[ BIGMALE ][ NOTHING_STAND ]									= BGMNOTHING_STD;
	gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH ]									= BGMDIE_JFK;
	gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH_STOP ]							= BGMDIE_JFK;
	gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH_TWITCHB ]					= BGMDIE_JFK;
	gubAnimSurfaceIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ]				= BGMSTANDAIM2;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_DEATH ]									= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_DEATH_STOP ]						= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_TWITCHB ]								= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_TWITCHNB ]							= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_DEATH ]					= BGMFALLF;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_DEATH_STOP ]		= BGMFALLF;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_TWITCHB ]				= BGMFALLF;
	gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_TWITCHNB ]			= BGMFALLF;
	gubAnimSurfaceIndex[ BIGMALE ][ OPEN_STRUCT ]										= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ OPEN_DOOR ]											= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ PICKUP_ITEM ]										= BGMPICKUP;
	gubAnimSurfaceIndex[ BIGMALE ][ DROP_ITEM ]											= BGMPICKUP;
	gubAnimSurfaceIndex[ BIGMALE ][ SLICE ]													= BGMSLICE;
	gubAnimSurfaceIndex[ BIGMALE ][ STAB ]													= BGMSTAB;
	gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ]										= BGMCSTAB;
	gubAnimSurfaceIndex[ BIGMALE ][ START_AID ]											= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ]										= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_AID ]												= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ DODGE_ONE ]											= BGMDODGE;
	gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_STAND ]							= BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_STAND ]								= BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_STAND ]							= BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_STAND ]								= BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ RAISE_RIFLE ]										= BGMRAISE;
	gubAnimSurfaceIndex[ BIGMALE ][ LOWER_RIFLE ]										= BGMRAISE;
	gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM ]										= BGMTHROW;
	gubAnimSurfaceIndex[ BIGMALE ][ LOB_ITEM ]											= BGMLOB;
	gubAnimSurfaceIndex[ BIGMALE ][ BODYEXPLODING ]									= BODYEXPLODE;
	gubAnimSurfaceIndex[ BIGMALE ][ CROUCHED_BURST ]								= BGMCROUCHAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_BURST ]										= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_FLEX ]										= BGMFLEX;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_STRECH ]									= BGMSTRECH;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_SHOEDUST ]								= BGMSHOEDUST;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_HEADTURN ]								= BGMHEADTURN;
	gubAnimSurfaceIndex[ BIGMALE ][ GIVE_ITEM ]											= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ WATER_HIT ]											= BGMWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ WATER_DIE]											= BGMWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ WATER_DIE_STOP ]								= BGMWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ HELIDROP ]											= BGMHELIDROP;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_DOOR ]									= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_LOCKED_DOOR ]					= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ KICK_DOOR ]											= BGMKICKDOOR;
	gubAnimSurfaceIndex[ BIGMALE ][ CLOSE_DOOR ]										= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ RIFLE_STAND_HIT ]								= BGMRHIT;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_TRED ]								= BGMDEEPWATER_TRED;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_SWIM ]								= BGMDEEPWATER_SWIM;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_HIT ]								= BGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE]									= BGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE_STOPPING ]				= BGMWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE_STOP ]						= BGMWATER_DIE;
	gubAnimSurfaceIndex[ BIGMALE ][ LOW_TO_DEEP_WATER ]							= BGMWATER_TRANS;
	gubAnimSurfaceIndex[ BIGMALE ][ DEEP_TO_LOW_WATER ]							= BGMWATER_TRANS;
	gubAnimSurfaceIndex[ BIGMALE ][ GOTO_SLEEP ]										= BGMSLEEP;
	gubAnimSurfaceIndex[ BIGMALE ][ SLEEPING ]											= BGMSLEEP;
	gubAnimSurfaceIndex[ BIGMALE ][ WKAEUP_FROM_SLEEP ]							= BGMSLEEP;
	gubAnimSurfaceIndex[ BIGMALE ][ FIRE_LOW_STAND ]								= BGMSHOOT_LOW;
	gubAnimSurfaceIndex[ BIGMALE ][ FIRE_BURST_LOW_STAND ]					= BGMSHOOT_LOW;
	gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ]					= BGMSTANDAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_SHOOT_UNJAM ]						= BGMCROUCHAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_SHOOT_UNJAM ]							= BGMPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_DWEL_UNJAM ]		  = BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_LOW_UNJAM ]		  = BGMSHOOT_LOW;
	gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_CROUCH ]							= BGMCDBLSHOT;
	gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_CROUCH ]								= BGMCDBLSHOT;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_CROUCH ]							= BGMCDBLSHOT;
	gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_CROUCH ]								= BGMCDBLSHOT;
	gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_SHOOT_DWEL_UNJAM ]				= BGMCDBLSHOT;
	gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM ]							= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ CUTTING_FENCE ]									= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ FROM_INJURED_TRANSITION ]				= BGMHURTTRANS;
	gubAnimSurfaceIndex[ BIGMALE ][ THROW_KNIFE ]										= BGMTHROWKNIFE;
	gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_BREATH ]									= BGMBREATHKNIFE;
	gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_GOTOBREATH ]							= BGMBREATHKNIFE;
	gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_ENDBREATH ]								= BGMBREATHKNIFE;
	gubAnimSurfaceIndex[ BIGMALE ][ CATCH_STANDING ]								= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ CATCH_CROUCHED ]								= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ PLANT_BOMB ]										= BGMPICKUP;
	gubAnimSurfaceIndex[ BIGMALE ][ USE_REMOTE ]										= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ START_COWER ]										= BGMCOWER;
	gubAnimSurfaceIndex[ BIGMALE ][ COWERING ]											= BGMCOWER;
	gubAnimSurfaceIndex[ BIGMALE ][ END_COWER ]											= BGMCOWER;
	gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM ]										= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET ]									= BGMROCKET;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_MORTAR ]									= BGMMORTAR;
	gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP ]											= BGMSIDESTEP;
	gubAnimSurfaceIndex[ BIGMALE ][ WALK_BACKWARDS ]								= BGMWALKING;
	gubAnimSurfaceIndex[ BIGMALE ][ BEGIN_OPENSTRUCT ]							= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT ]								= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_LOCKED ]					= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ PUNCH_LOW ]											= BGMPUNCHLOW;
	gubAnimSurfaceIndex[ BIGMALE ][ PISTOL_SHOOT_LOW ]							= BGMPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[ BIGMALE ][ DECAPITATE ]										= BGMCSTAB;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_IDLE_NECK ]							= BGMIDLENECK;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_CROUCH_TRANS_INTO ]			= BGMCROUCHTRANS;
	gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_CROUCH_TRANS_OUTOF ]		= BGMCROUCHTRANS;
	gubAnimSurfaceIndex[ BIGMALE ][ GOTO_PATIENT ]									= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ BEING_PATIENT ]									= BGMHITPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ GOTO_DOCTOR ]										= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ BEING_DOCTOR ]									= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_DOCTOR ]										= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ GOTO_REPAIRMAN ]								= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ BEING_REPAIRMAN ]								= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_REPAIRMAN ]									= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ FALL_INTO_PIT ]									= BGMFALL;
	gubAnimSurfaceIndex[ BIGMALE ][ RELOAD_ROBOT ]									= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_CATCH ]											= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ END_CROUCH_CATCH ]							= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ AI_RADIO ]											= BGMRADIO;
	gubAnimSurfaceIndex[ BIGMALE ][ AI_CR_RADIO ]										= BGMCRRADIO;
	gubAnimSurfaceIndex[ BIGMALE ][ TAKE_BLOOD_FROM_CORPSE ]				= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ CHARIOTS_OF_FIRE ]							= RGMBURN;
	gubAnimSurfaceIndex[ BIGMALE ][ AI_PULL_SWITCH ]								= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ MERC_HURT_IDLE_ANIM ]						= BGMHURTSTANDINGR;
	gubAnimSurfaceIndex[ BIGMALE ][ END_HURT_WALKING ]							= BGMHURTSTANDINGR;
	gubAnimSurfaceIndex[ BIGMALE ][ PASS_OBJECT ]										= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ DROP_ADJACENT_OBJECT ]					= BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_PRONE ]							= BGMDWPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_PRONE ]								= BGMDWPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_PRONE ]							= BGMDWPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_PRONE ]								= BGMDWPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PRONE_SHOOT_DWEL_UNJAM ]			  = BGMDWPRONE;
	gubAnimSurfaceIndex[ BIGMALE ][ PICK_LOCK ]										  = BGMOPEN;
	gubAnimSurfaceIndex[ BIGMALE ][ OPEN_DOOR_CROUCHED ]						= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ BEGIN_OPENSTRUCT_CROUCHED ]			= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ CLOSE_DOOR_CROUCHED ]						= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ OPEN_STRUCT_CROUCHED ]					= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_DOOR_CROUCHED ]				= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_CROUCHED ]				= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ]	= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ DRUNK_IDLE ]										= BGMDRUNK;
	gubAnimSurfaceIndex[ BIGMALE ][ CROWBAR_ATTACK ]								= BGMCROWBAR;
	gubAnimSurfaceIndex[ BIGMALE ][ ATTACH_CAN_TO_STRING ]					= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS ]								= BGMSNEAKING;
	gubAnimSurfaceIndex[ BIGMALE ][ JUMP_OVER_BLOCKING_PERSON ]			= BGMJUMPOVER;
	gubAnimSurfaceIndex[ BIGMALE ][ REFUEL_VEHICLE ]								= BGMMEDIC;
	gubAnimSurfaceIndex[ BIGMALE ][ LOCKPICK_CROUCHED ]					  	= BGMMEDIC;
//<SB> experimental!
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_BURST_STAND ]					  	= BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_BURST_CROUCH ]					  	= BGMCDBLSHOT;
	gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_BURST_PRONE ]					  	= BGMDWPRONE;
	//crouch throwing
	gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ]										= BGMCRTHROW;
	//sideroll
	gubAnimSurfaceIndex[ BIGMALE ][ SIDEROLL ]										= BGMSIDEROLL;
	gubAnimSurfaceIndex[ BIGMALE ][ SIDEROLL_CCW ]										= BGMSIDEROLL;
//</SB>


	gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ]						= BGMPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ]							= BGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING ]							= BGMNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ SWATTING ]						= BGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ START_SWAT ]					= BGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_SWAT ]						= BGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ KNEEL_DOWN ]					= BGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCHING ]						= BGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ KNEEL_UP ]						= BGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_STAND ]				= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ]					= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ]				= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_STAND ]					= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING_BURST ]						= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ]	= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_CROUCH ]				= BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_CROUCH ]					= BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_CROUCH ]				= BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_CROUCH ]					= BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_DOWN ]								= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ CRAWLING ]									= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_UP ]									= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE ]										= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_PRONE ]				= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_PRONE ]					= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_PRONE ]				= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_PRONE ]					= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ GETUP_FROM_ROLLOVER ]			= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ]			= BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCH_SHOOT_UNJAM ]				= BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_SHOOT_UNJAM ]				= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_BURST_LOW_STAND ]			= BGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_LOW_STAND ]						= BGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCHED_BURST ]						= BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_BURST ]							= BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ MERC_HURT_IDLE_ANIM ]			= BGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_HURT_WALKING ]					= BGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALK_BACKWARDS ]						= BGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ BIGMALE ][ DRUNK_IDLE ]								= BGMPISTOLDRUNK;


	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][0]									= BGMWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][0]									= BGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ RUNNING ][0]									= BGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_RIFLE_STAND ][0]				= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ][0]					= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ][0]				= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_RIFLE_STAND ][0]					= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_BURST ][0]					= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ][0]	= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][1]									= BGMWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][1]									= BGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ RUNNING ][1]									= BGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_RIFLE_STAND ][1]				= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ][1]					= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ][1]				= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_RIFLE_STAND ][1]					= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_BURST ][1]					= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ][1]	= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_DUAL_STAND ][1]				= BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_DUAL_STAND ][1]					= BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_DUAL_STAND ][1]				= BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_DUAL_STAND ][1]					= BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ][0]		= BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ][1]		= BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][0]							= BGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][1]							= BGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][0]								= BGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][1]								= BGMWATERTHROW;


	//Setup some random stuff
	gRandomAnimDefs[ BIGMALE ][ 0 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ BIGMALE ][ 0 ].sAnimID							= BIGBUY_FLEX;
	gRandomAnimDefs[ BIGMALE ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll						= 3;
	gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ BIGMALE ][ 0 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ BIGMALE ][ 1 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ BIGMALE ][ 1 ].sAnimID							= BIGBUY_STRECH;
	gRandomAnimDefs[ BIGMALE ][ 1 ].ubStartRoll					= 10;
	gRandomAnimDefs[ BIGMALE ][ 1 ].ubEndRoll						= 13;
	gRandomAnimDefs[ BIGMALE ][ 1 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ BIGMALE ][ 1 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ BIGMALE ][ 2 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ BIGMALE ][ 2 ].sAnimID							= BIGBUY_SHOEDUST;
	gRandomAnimDefs[ BIGMALE ][ 2 ].ubStartRoll					= 20;
	gRandomAnimDefs[ BIGMALE ][ 2 ].ubEndRoll						= 23;
	gRandomAnimDefs[ BIGMALE ][ 2 ].ubFlags							= RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC;
	gRandomAnimDefs[ BIGMALE ][ 2 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ BIGMALE ][ 3 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ BIGMALE ][ 3 ].sAnimID							= BIGBUY_HEADTURN;
	gRandomAnimDefs[ BIGMALE ][ 3 ].ubStartRoll					= 30;
	gRandomAnimDefs[ BIGMALE ][ 3 ].ubEndRoll						= 33;
	gRandomAnimDefs[ BIGMALE ][ 3 ].ubFlags							= RANDOM_ANIM_FIRSTBIGMERC;
	gRandomAnimDefs[ BIGMALE ][ 3 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ BIGMALE ][ 4 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ BIGMALE ][ 4 ].sAnimID							= BIGMERC_IDLE_NECK;
	gRandomAnimDefs[ BIGMALE ][ 4 ].ubStartRoll					= 30;
	gRandomAnimDefs[ BIGMALE ][ 4 ].ubEndRoll						= 36;
	gRandomAnimDefs[ BIGMALE ][ 4 ].ubFlags							= RANDOM_ANIM_SECONDBIGMERC;
	gRandomAnimDefs[ BIGMALE ][ 4 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ BIGMALE ][ 5 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ BIGMALE ][ 5 ].sAnimID							= MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[ BIGMALE ][ 5 ].ubStartRoll					= 40;
	gRandomAnimDefs[ BIGMALE ][ 5 ].ubEndRoll						= 100;
	gRandomAnimDefs[ BIGMALE ][ 5 ].ubFlags							= RANDOM_ANIM_INJURED;
	gRandomAnimDefs[ BIGMALE ][ 5 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ BIGMALE ][ 6 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ BIGMALE ][ 6 ].sAnimID							= DRUNK_IDLE;
	gRandomAnimDefs[ BIGMALE ][ 6 ].ubStartRoll					= 40;
	gRandomAnimDefs[ BIGMALE ][ 6 ].ubEndRoll						= 100;
	gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags							= RANDOM_ANIM_DRUNK;
	gRandomAnimDefs[ BIGMALE ][ 6 ].ubAnimHeight				= ANIM_STAND;


	gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATH ]						= MMERC_FWD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATH ]						= MMERC_BCK;
	gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATH ]							= MMERC_PRN;
	gubAnimSurfaceCorpseID[ BIGMALE ][ WATER_DIE ]										= MMERC_WTR;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACK_HIT_DEATH ]						= MMERC_DHD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ JFK_HITDEATH ]									= MMERC_JFK;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF_DEATH ]								= MMERC_FALL;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF_FORWARD_DEATH ]				= MMERC_FALLF;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACK_HIT ]									= MMERC_DHD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= MMERC_FWD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ]		= MMERC_FWD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= MMERC_FWD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_STAND ]						= MMERC_BCK;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]		= MMERC_BCK;
	gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ]			= MMERC_PRN;
	gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAY_FROMHIT ]						= MMERC_PRN;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF ]											= MMERC_FALLF;
	gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_ROOF ]							= MMERC_FALL;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACKHIT_STOP ]							= MMERC_DHD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ STAND_FALLFORWARD_STOP ]				= MMERC_FWD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACKHIT_STOP ]							= MMERC_BCK;
	gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAYFROMHIT_STOP ]				= MMERC_PRN;
	gubAnimSurfaceCorpseID[ BIGMALE ][ CHARIOTS_OF_FIRE ]							= BURNT_DEAD;
	gubAnimSurfaceCorpseID[ BIGMALE ][ BODYEXPLODING ]								= EXPLODE_DEAD;


	// STOCKY MALE GUY
	gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING ]								= RGMBASICWALKING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING ]							= RGMSTANDING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ KNEEL_DOWN ]						= RGMCROUCHING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHING ]							= RGMCROUCHING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ KNEEL_UP ]							= RGMCROUCHING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING ]							= RGMSNEAKING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ RUNNING ]								= RGMRUNNING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_DOWN ]						= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CRAWLING ]							= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_UP ]							= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE ]									= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_STAND ]			= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ]			= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_STAND ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ START_SWAT ]						= RGMSNEAKING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_SWAT ]							= RGMSNEAKING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT ]						= RGMHITHARD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_PRONE ]			= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_PRONE ]				= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_PRONE ]			= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_PRONE ]				= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_DEATHTWICH ]		= RGMHITHARD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_STAND ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT_BLOOD_STAND ]		= RGMHITHARDBLOOD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT_DEATH ]			= RGMHITHARD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_CROUCH ]		= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_CROUCH ]			= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_CROUCH ]		= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_CROUCH ]			= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_STAND ]		= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ ROLLOVER ]							= RGMROLLOVER;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CLIMBUPROOF ]						= RGMCLIMBROOF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF ]								= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GETUP_FROM_ROLLOVER ]		= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CLIMBDOWNROOF ]					= RGMCLIMBROOF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_ROOF ]						= RGMFALLF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHB ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]	= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHB ]		= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATH ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATH ]		= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_CROUCH ]		= RGMHITCROUCH;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_BURST ]				= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_BURST_HIT ]		= RGMHITHARD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATH ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ]				= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_CROUCH ]			= RGMHITCROUCH;
	gubAnimSurfaceIndex[ STOCKYMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]		= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_PRONE ]			= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATH ]				= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_LAY_FROMHIT ]			= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHNB ]					= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHB ]					= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HITDEATH_STOP ]					= RGMHITHARD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_HITDEATH_STOP ]			= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HITDEATH_STOP ]				= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HITDEATH_STOP ]						= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACKHIT_STOP ]								= RGMHITHARD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACKHIT_STOP ]							= RGMHITFALLBACK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_STOP ]									= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_STOP ]					= RGMFALLF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STAND_FALLFORWARD_STOP ]				= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_LAYFROMHIT_STOP ]					= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ HOPFENCE ]											= RGMHOPFENCE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH_BREATH ]									= RGMPUNCH;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH ]												= RGMPUNCH;
	gubAnimSurfaceIndex[ STOCKYMALE ][ NOTHING_STAND ]								= RGMNOTHING_STD;
	gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH ]									= RGMDIE_JFK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH_STOP ]							= RGMDIE_JFK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH_TWITCHB ]					= RGMDIE_JFK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ]			= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_DEATH ]								= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_DEATH_STOP ]						= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_TWITCHB ]							= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_TWITCHNB ]							= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH ]				= RGMFALLF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH_STOP ]		= RGMFALLF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_TWITCHB ]			= RGMFALLF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_TWITCHNB ]			= RGMFALLF;
	gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_DOOR ]											= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_STRUCT ]										= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PICKUP_ITEM ]										= RGMPICKUP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DROP_ITEM ]											= RGMPICKUP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ]													= RGMSLICE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ]														= RGMSTAB;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ]										= RGMCSTAB;
	gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ]											= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ]												= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DODGE_ONE ]											= RGMDODGE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_STAND ]								= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_STAND ]									= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_STAND ]								= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_STAND ]									= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ RAISE_RIFLE ]										= RGMRAISE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ LOWER_RIFLE ]										= RGMRAISE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ BODYEXPLODING ]									= BODYEXPLODE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM ]											= RGMTHROW;
	gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_ITEM ]												= RGMLOB;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHED_BURST ]									= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_BURST ]										= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GIVE_ITEM ]											= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_HIT ]											= RGMWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_DIE]												= RGMWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_DIE_STOP ]									= RGMWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ HELIDROP ]												= RGMHELIDROP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FEM_LOOK ]												= RGM_LOOK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ REG_SQUISH ]											= RGM_SQUISH;
	gubAnimSurfaceIndex[ STOCKYMALE ][ REG_PULL ]												= RGM_PULL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ REG_SPIT ]												= RGM_SPIT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_GOTOBREATH ]								= RGMLOWKICK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_BREATH ]										= RGMLOWKICK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_LOWKICK ]									= RGMLOWKICK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_PUNCH ]										= RGMNPUNCH;
	gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_SPINKICK ]									= RGMSPINKICK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_DOOR ]									= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_LOCKED_DOOR ]						= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ KICK_DOOR ]											= RGMKICKDOOR;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CLOSE_DOOR ]											= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ RIFLE_STAND_HIT ]								= RGMRHIT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_TRED ]								= RGMDEEPWATER_TRED;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_SWIM ]								= RGMDEEPWATER_SWIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_HIT ]									= RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE]									= RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE_STOPPING ]				= RGMWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE_STOP ]						= RGMWATER_DIE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_TO_DEEP_WATER ]							= RGMWATER_TRANS;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_TO_LOW_WATER ]							= RGMWATER_TRANS;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_SLEEP ]											= RGMSLEEP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SLEEPING ]												= RGMSLEEP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ WKAEUP_FROM_SLEEP ]							= RGMSLEEP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_LOW_STAND ]									= RGMSHOOT_LOW;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_BURST_LOW_STAND ]						= RGMSHOOT_LOW;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ]						= RGMSTANDAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_SHOOT_UNJAM ]							= RGMCROUCHAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_SHOOT_UNJAM ]							= RGMPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_DWEL_UNJAM ]		  = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_LOW_UNJAM ]				= RGMSHOOT_LOW;
	gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_CROUCH ]							= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_CROUCH ]								= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_CROUCH ]							= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_CROUCH ]								= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_SHOOT_DWEL_UNJAM ]				= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM ]							= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CUTTING_FENCE ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FROM_INJURED_TRANSITION ]				= RGMHURTTRANS;
	gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_KNIFE ]										= RGMTHROWKNIFE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_BREATH ]										= RGMBREATHKNIFE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_GOTOBREATH ]								= RGMBREATHKNIFE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_ENDBREATH ]								= RGMBREATHKNIFE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CATCH_STANDING ]									= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CATCH_CROUCHED ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PLANT_BOMB ]											= RGMPICKUP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ USE_REMOTE ]											= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER ]										= RGMCOWER;
	gubAnimSurfaceIndex[ STOCKYMALE ][ COWERING ]												= RGMCOWER;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER ]											= RGMCOWER;
	gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM ]											= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ROCKET ]										= RGMROCKET;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_MORTAR ]										= RGMMORTAR;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP ]											= RGMSIDESTEP;
	gubAnimSurfaceIndex[ STOCKYMALE ][ WALK_BACKWARDS ]									= RGMBASICWALKING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ BEGIN_OPENSTRUCT ]								= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT ]									= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_LOCKED ]					= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH_LOW ]											= RGMPUNCHLOW;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PISTOL_SHOOT_LOW ]								= RGMPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DECAPITATE ]											= RGMCSTAB;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_PATIENT ]										= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_PATIENT ]									= RGMHITPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_DOCTOR ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_DOCTOR ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_DOCTOR ]											= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_REPAIRMAN ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_REPAIRMAN ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_REPAIRMAN ]									= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ FALL_INTO_PIT ]									= RGMFALL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ RELOAD_ROBOT ]										= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_CATCH ]											= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_CROUCH_CATCH ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AI_RADIO ]												= RGMRADIO;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AI_CR_RADIO ]										= RGMCRRADIO;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SLAP_HIT ]												= RGMHITSTAND;
	gubAnimSurfaceIndex[ STOCKYMALE ][ TAKE_BLOOD_FROM_CORPSE ]					= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CHARIOTS_OF_FIRE ]								= RGMBURN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AI_PULL_SWITCH ]									= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ MERC_HURT_IDLE_ANIM ]						= RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_HURT_WALKING ]								= RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PASS_OBJECT ]										= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DROP_ADJACENT_OBJECT ]						= RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_PRONE ]								= RGMDWPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_PRONE ]									= RGMDWPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_PRONE ]								= RGMDWPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_PRONE ]									= RGMDWPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_SHOOT_DWEL_UNJAM ]				  = RGMDWPRONE;
	gubAnimSurfaceIndex[ STOCKYMALE ][ PICK_LOCK ]										  = RGMOPEN;
	gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_DOOR_CROUCHED ]						= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ BEGIN_OPENSTRUCT_CROUCHED ]			= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CLOSE_DOOR_CROUCHED ]						= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_STRUCT_CROUCHED ]					= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_DOOR_CROUCHED ]				= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_CROUCHED ]				= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ]	= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ DRUNK_IDLE ]											= RGMDRUNK;
	gubAnimSurfaceIndex[ STOCKYMALE ][ CROWBAR_ATTACK ]								= RGMCROWBAR;
	gubAnimSurfaceIndex[ STOCKYMALE ][ ATTACH_CAN_TO_STRING ]					= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS ]								= RGMSNEAKING;
	gubAnimSurfaceIndex[ STOCKYMALE ][ JUMP_OVER_BLOCKING_PERSON ]		= RGMJUMPOVER;
	gubAnimSurfaceIndex[ STOCKYMALE ][ REFUEL_VEHICLE ]								= RGMMEDIC;
	gubAnimSurfaceIndex[ STOCKYMALE ][ LOCKPICK_CROUCHED ]					  = RGMMEDIC;
//<SB> experimental!
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_BURST_STAND ]					  	= RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_BURST_CROUCH ]					  	= RGMCDBLSHOT;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_BURST_PRONE ]					  	= RGMDWPRONE;
	//crouch throwing
	gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM_CROUCHED ]										= RGMCRTHROW;
	//sideroll
	gubAnimSurfaceIndex[ STOCKYMALE ][ SIDEROLL ]										= RGMSIDEROLL;
	gubAnimSurfaceIndex[ STOCKYMALE ][ SIDEROLL_CCW ]										= RGMSIDEROLL;
//</SB>


	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ]						= RGMPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ]						= RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING]							= RGMNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SWATTING]						= RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ START_SWAT ]					= RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_SWAT]						= RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ KNEEL_DOWN ]					= RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCHING ]					= RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ KNEEL_UP ]						= RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ]				= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ]					= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ]				= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ]					= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING_BURST ]						= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ]	= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_CROUCH ]				= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_CROUCH ]					= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_CROUCH ]				= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_CROUCH ]					= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_DOWN ]								= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CRAWLING ]									= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_UP ]									= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE ]										= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_PRONE ]				= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_PRONE ]					= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_PRONE ]				= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_PRONE ]					= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ GETUP_FROM_ROLLOVER ]			= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ]		= RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCH_SHOOT_UNJAM ]			= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_SHOOT_UNJAM ]				= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_BURST_LOW_STAND ]		= RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_LOW_STAND ]					= RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCHED_BURST ]					= RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_BURST ]							= RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ MERC_HURT_IDLE_ANIM ]			= RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_HURT_WALKING ]				= RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALK_BACKWARDS ]					= RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ DRUNK_IDLE ]							= RGMPISTOLDRUNK;


	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][0]									= RGMWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ WALKING ][0]									= RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ RUNNING ][0]									= RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ][0]				= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ][0]					= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ][0]				= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ][0]					= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_BURST ][0]					= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ][0]	= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][1]									= RGMWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ WALKING ][1]									= RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ RUNNING ][1]									= RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ][1]				= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ][1]					= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ][1]				= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ][1]					= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_BURST ][1]					= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ][1]	= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_DUAL_STAND ][1]				= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_DUAL_STAND ][1]					= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_DUAL_STAND ][1]				= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_DUAL_STAND ][1]					= RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ][0]		= RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ][1]		= RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][0]							= RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][1]							= RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][0]								= RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][1]								= RGMWATERTHROW;



	gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATH ]						= SMERC_FWD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_DEATH ]					= SMERC_BCK;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_HIT_DEATH ]							= SMERC_PRN;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ WATER_DIE ]										= SMERC_WTR;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACK_HIT_DEATH ]						= SMERC_DHD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ JFK_HITDEATH ]								= SMERC_JFK;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF_DEATH ]								= SMERC_FALL;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH ]				= SMERC_FALLF;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACK_HIT ]									= SMERC_DHD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= SMERC_FWD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ]		= SMERC_FWD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= SMERC_FWD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_STAND ]						= SMERC_BCK;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]		= SMERC_BCK;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHNB ]			= SMERC_PRN;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_LAY_FROMHIT ]						= SMERC_PRN;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF ]											= SMERC_FALLF;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLFORWARD_ROOF ]						= SMERC_FALL;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACKHIT_STOP ]							= SMERC_DHD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ STAND_FALLFORWARD_STOP ]			= SMERC_FWD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACKHIT_STOP ]						= SMERC_BCK;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_LAYFROMHIT_STOP ]				= SMERC_PRN;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ CHARIOTS_OF_FIRE ]						= BURNT_DEAD;
	gubAnimSurfaceCorpseID[ STOCKYMALE ][ BODYEXPLODING ]								= EXPLODE_DEAD;


	//Setup some random stuff
	gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ STOCKYMALE ][ 0 ].sAnimID							= REG_SPIT;
	gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubEndRoll						= 3;
	gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ STOCKYMALE ][ 1 ].sAnimID							= REG_SQUISH;
	gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubStartRoll					= 10;
	gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubEndRoll						= 13;
	gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ STOCKYMALE ][ 2 ].sAnimID							= FEM_LOOK;
	gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubStartRoll					= 20;
	gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubEndRoll						= 23;
	gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubFlags							= 0;
	gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ STOCKYMALE ][ 3 ].sAnimID							= REG_PULL;
	gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubStartRoll					= 30;
	gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubEndRoll						= 33;
	gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubFlags							= 0;
	gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ STOCKYMALE ][ 4 ].sAnimID							= MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubStartRoll					= 40;
	gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubEndRoll						= 100;
	gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubFlags							= RANDOM_ANIM_INJURED;
	gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubAnimHeight					= ANIM_STAND;

	gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ STOCKYMALE ][ 5 ].sAnimID							= DRUNK_IDLE;
	gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubStartRoll					= 40;
	gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubEndRoll						= 100;
	gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubFlags							= RANDOM_ANIM_DRUNK;
	gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubAnimHeight					= ANIM_STAND;


	// REG FEMALE GUY
	gubAnimSurfaceIndex[ REGFEMALE ][ WALKING ]								= RGFWALKING;
	gubAnimSurfaceIndex[ REGFEMALE ][ STANDING ]							= RGFSTANDING;
	gubAnimSurfaceIndex[ REGFEMALE ][ KNEEL_DOWN ]						= RGFCROUCHING;
	gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHING ]							= RGFCROUCHING;
	gubAnimSurfaceIndex[ REGFEMALE ][ KNEEL_UP ]							= RGFCROUCHING;
	gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING ]							= RGFSNEAKING;
	gubAnimSurfaceIndex[ REGFEMALE ][ RUNNING ]								= RGFRUNNING;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_DOWN ]						= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ CRAWLING ]							= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_UP ]							= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE ]									= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_STAND ]			= RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_STAND ]				= RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ]			= RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_STAND ]				= RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ START_SWAT ]						= RGFSNEAKING;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_SWAT ]							= RGFSNEAKING;
	gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT ]						= RGFHITHARD;
	gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_PRONE ]			= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_PRONE ]				= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_PRONE ]			= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_PRONE ]				= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_DEATHTWICH ]		= RGFHITHARD;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_STAND ]			= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT_BLOOD_STAND ]		= RGFHITHARDBLOOD;
	gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT_DEATH ]			= RGFHITHARD;
	gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_CROUCH ]		= RGFCROUCHAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_CROUCH ]			= RGFCROUCHAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_CROUCH ]		= RGFCROUCHAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_CROUCH ]			= RGFCROUCHAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_STAND ]		= RGFHITFALLBACK;
	gubAnimSurfaceIndex[ REGFEMALE ][ ROLLOVER ]							= RGFROLLOVER;
	gubAnimSurfaceIndex[ REGFEMALE ][ CLIMBUPROOF ]						= RGFCLIMBROOF;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF ]								= RGFFALL;
	gubAnimSurfaceIndex[ REGFEMALE ][ GETUP_FROM_ROLLOVER ]		= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ CLIMBDOWNROOF ]					= RGFCLIMBROOF;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_ROOF ]						= RGFFALLF;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHB ]		= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]	= RGFHITFALLBACK;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHB ]		= RGFHITFALLBACK;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATH ]			= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATH ]		= RGFHITFALLBACK;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_CROUCH ]		= RGFHITCROUCH;
	gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_BURST ]				= RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_BURST_HIT ]		= RGFHITHARD;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATH ]			= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ]		= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ]				= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_CROUCH ]			= RGFHITCROUCH;
	gubAnimSurfaceIndex[ REGFEMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]		= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_PRONE ]			= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATH ]				= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_LAY_FROMHIT ]			= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHNB ]					= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHB ]					= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HITDEATH_STOP ]					= RGFHITHARD;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_HITDEATH_STOP ]			= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HITDEATH_STOP ]				= RGFHITFALLBACK;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HITDEATH_STOP ]						= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACKHIT_STOP ]								= RGFHITHARD;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACKHIT_STOP ]							= RGFHITFALLBACK;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_STOP ]									= RGFFALL;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_STOP ]					= RGFFALLF;
	gubAnimSurfaceIndex[ REGFEMALE ][ STAND_FALLFORWARD_STOP ]				= RGFHITSTAND;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_LAYFROMHIT_STOP ]					= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ HOPFENCE ]											= RGFHOPFENCE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH_BREATH ]									= RGFPUNCH;
	gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH ]													= RGFPUNCH;
	gubAnimSurfaceIndex[ REGFEMALE ][ NOTHING_STAND ]									= RGFNOTHING_STD;
	gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH ]									= RGFDIE_JFK;
	gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH_STOP ]							= RGFDIE_JFK;
	gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH_TWITCHB ]					= RGFDIE_JFK;
	gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ]				= RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_DEATH ]									= RGFFALL;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_DEATH ]					= RGMFALLF;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_DEATH_STOP ]		= RGMFALLF;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_TWITCHB ]				= RGMFALLF;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_TWITCHNB ]			= RGMFALLF;
	gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_DOOR ]											= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_STRUCT ]										= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ PICKUP_ITEM ]										= RGFPICKUP;
	gubAnimSurfaceIndex[ REGFEMALE ][ DROP_ITEM ]											= RGFPICKUP;
	gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ]													= RGFSLICE;
	gubAnimSurfaceIndex[ REGFEMALE ][ STAB ]													= RGFSTAB;
	gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ]										= RGFCSTAB;
	gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ]											= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ]										= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ]												= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ DODGE_ONE ]											= RGFDODGE;
	gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_STAND ]							= RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_STAND ]								= RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_STAND ]							= RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_STAND ]								= RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ RAISE_RIFLE ]										= RGFRAISE;
	gubAnimSurfaceIndex[ REGFEMALE ][ LOWER_RIFLE ]										= RGFRAISE;
	gubAnimSurfaceIndex[ REGFEMALE ][ BODYEXPLODING ]									= BODYEXPLODE;
	gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM ]										= RGFTHROW;
	gubAnimSurfaceIndex[ REGFEMALE ][ LOB_ITEM ]											= RGFLOB;
	gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHED_BURST ]								= RGFCROUCHAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_BURST ]										= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ GIVE_ITEM ]											= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ WATER_HIT ]											= RGFWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ WATER_DIE]											= RGFWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ WATER_DIE_STOP ]								= RGFWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ HELIDROP ]											= RGFHELIDROP;
	gubAnimSurfaceIndex[ REGFEMALE ][ FEM_CLEAN ]											= RGFCLEAN;
	gubAnimSurfaceIndex[ REGFEMALE ][ FEM_KICKSN ]										= RGFKICKSN;
	gubAnimSurfaceIndex[ REGFEMALE ][ FEM_LOOK ]											= RGFALOOK;
	gubAnimSurfaceIndex[ REGFEMALE ][ FEM_WIPE ]											= RGFWIPE;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_DOOR ]									= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_LOCKED_DOOR ]					= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ KICK_DOOR ]											= RGFKICKDOOR;
	gubAnimSurfaceIndex[ REGFEMALE ][ CLOSE_DOOR ]										= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ RIFLE_STAND_HIT ]								= RGFRHIT;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_TRED ]								= RGFDEEPWATER_TRED;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_SWIM ]								= RGFDEEPWATER_SWIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_HIT ]								= RGFDEEPWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE]									= RGFDEEPWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE_STOPPING ]				= RGFWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE_STOP ]						= RGFWATER_DIE;
	gubAnimSurfaceIndex[ REGFEMALE ][ LOW_TO_DEEP_WATER ]							= RGFWATER_TRANS;
	gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_TO_LOW_WATER ]							= RGFWATER_TRANS;
	gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_SLEEP ]										= RGFSLEEP;
	gubAnimSurfaceIndex[ REGFEMALE ][ SLEEPING ]											= RGFSLEEP;
	gubAnimSurfaceIndex[ REGFEMALE ][ WKAEUP_FROM_SLEEP ]							= RGFSLEEP;
	gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_LOW_STAND ]								= RGFSHOOT_LOW;
	gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_BURST_LOW_STAND ]					= RGFSHOOT_LOW;
	gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ]				  = RGFSTANDAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_SHOOT_UNJAM ]						= RGFCROUCHAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_SHOOT_UNJAM ]							= RGFPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_DWEL_UNJAM ]		  = RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_LOW_UNJAM ]			= RGFSHOOT_LOW;
	gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_CROUCH ]							= RGFCDBLSHOT;
	gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_CROUCH ]								= RGFCDBLSHOT;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_CROUCH ]							= RGFCDBLSHOT;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_CROUCH ]								= RGFCDBLSHOT;
	gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_SHOOT_DWEL_UNJAM ]				= RGFCDBLSHOT;
	gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM ]							= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ CUTTING_FENCE ]									= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ FROM_INJURED_TRANSITION ]				= RGFHURTTRANS;
	gubAnimSurfaceIndex[ REGFEMALE ][ THROW_KNIFE ]										= RGFTHROWKNIFE;
	gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_BREATH ]									= RGFBREATHKNIFE;
	gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_GOTOBREATH ]							= RGFBREATHKNIFE;
	gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_ENDBREATH ]								= RGFBREATHKNIFE;
	gubAnimSurfaceIndex[ REGFEMALE ][ CATCH_STANDING ]								= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ CATCH_CROUCHED ]								= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ PLANT_BOMB ]										= RGFPICKUP;
	gubAnimSurfaceIndex[ REGFEMALE ][ USE_REMOTE ]										= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER ]										= RGFCOWER;
	gubAnimSurfaceIndex[ REGFEMALE ][ COWERING ]											= RGFCOWER;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER ]											= RGFCOWER;
	gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM ]										= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ROCKET ]									= RGFROCKET;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_MORTAR ]									= RGFMORTAR;
	gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP ]											= RGFSIDESTEP;
	gubAnimSurfaceIndex[ REGFEMALE ][ WALK_BACKWARDS ]								= RGFWALKING;
	gubAnimSurfaceIndex[ REGFEMALE ][ BEGIN_OPENSTRUCT ]							= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT ]								= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_LOCKED ]					= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH_LOW ]											= RGFPUNCHLOW;
	gubAnimSurfaceIndex[ REGFEMALE ][ PISTOL_SHOOT_LOW ]							= RGFPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[ REGFEMALE ][ DECAPITATE ]										= RGFCSTAB;
	gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_PATIENT ]									= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ BEING_PATIENT ]									= RGFHITPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_DOCTOR ]										= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ BEING_DOCTOR ]									= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_DOCTOR ]										= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_REPAIRMAN ]								= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ BEING_REPAIRMAN ]								= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_REPAIRMAN ]									= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ FALL_INTO_PIT ]									= RGFFALL;
	gubAnimSurfaceIndex[ REGFEMALE ][ RELOAD_ROBOT ]									= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_CATCH ]											= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_CROUCH_CATCH ]							= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ AI_RADIO ]											= RGFRADIO;
	gubAnimSurfaceIndex[ REGFEMALE ][ AI_CR_RADIO ]										= RGFCRRADIO;
	gubAnimSurfaceIndex[ REGFEMALE ][ QUEEN_SLAP ]										= RGFSLAP;
	gubAnimSurfaceIndex[ REGFEMALE ][ TAKE_BLOOD_FROM_CORPSE ]				= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ QUEEN_FRUSTRATED_SLAP ]					= RGFSLAP;
	gubAnimSurfaceIndex[ REGFEMALE ][ CHARIOTS_OF_FIRE ]							= RGMBURN;
	gubAnimSurfaceIndex[ REGFEMALE ][ AI_PULL_SWITCH ]								= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ MERC_HURT_IDLE_ANIM ]						= RGFHURTSTANDINGR;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_HURT_WALKING ]							= RGFHURTSTANDINGR;
	gubAnimSurfaceIndex[ REGFEMALE ][ PASS_OBJECT ]										= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ DROP_ADJACENT_OBJECT ]					= RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_PRONE ]							= RGFDWPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_PRONE ]								= RGFDWPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_PRONE ]							= RGFDWPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_PRONE ]								= RGFDWPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_SHOOT_DWEL_UNJAM ]				= RGFDWPRONE;
	gubAnimSurfaceIndex[ REGFEMALE ][ PICK_LOCK ]										  = RGFOPEN;
	gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_DOOR_CROUCHED ]						= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ BEGIN_OPENSTRUCT_CROUCHED ]			= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ CLOSE_DOOR_CROUCHED ]						= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_STRUCT_CROUCHED ]					= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_DOOR_CROUCHED ]				= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_CROUCHED ]				= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ]	= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ DRUNK_IDLE ]										= RGFDRUNK;
	gubAnimSurfaceIndex[ REGFEMALE ][ CROWBAR_ATTACK ]								= RGFCROWBAR;
	gubAnimSurfaceIndex[ REGFEMALE ][ ATTACH_CAN_TO_STRING ]					= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS ]								= RGFSNEAKING;
	gubAnimSurfaceIndex[ REGFEMALE ][ JUMP_OVER_BLOCKING_PERSON ]			= RGFJUMPOVER;
	gubAnimSurfaceIndex[ REGFEMALE ][ REFUEL_VEHICLE ]								= RGFMEDIC;
	gubAnimSurfaceIndex[ REGFEMALE ][ LOCKPICK_CROUCHED ]					    = RGFMEDIC;
//<SB> experimental!
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_BURST_STAND ]					  	= RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_BURST_CROUCH ]					  	= RGFCDBLSHOT;
	gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_BURST_PRONE ]					  	= RGFDWPRONE;
	//crouch throwing
	gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM_CROUCHED ]										= RGFCRTHROW;
	//sideroll
	gubAnimSurfaceIndex[ REGFEMALE ][ SIDEROLL ]										= RGFSIDEROLL;
	gubAnimSurfaceIndex[ REGFEMALE ][ SIDEROLL_CCW ]										= RGFSIDEROLL;
//</SB>


	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ]						= RGFPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ]							= RGFNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ]							= RGFNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SWATTING ]						= RGFNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ START_SWAT ]					= RGFNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_SWAT ]						= RGFNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ KNEEL_DOWN ]					= RGFNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCHING ]						= RGFNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ KNEEL_UP ]						= RGFNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ]				= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ]					= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ]				= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_STAND ]					= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING_BURST ]						= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ]	= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_CROUCH ]				= RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_CROUCH ]					= RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_CROUCH ]				= RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_CROUCH ]					= RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_DOWN ]								= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CRAWLING ]									= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_UP ]									= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE ]										= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_PRONE ]				= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_PRONE ]					= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_PRONE ]				= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_PRONE ]					= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ GETUP_FROM_ROLLOVER ]			= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ]			= RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCH_SHOOT_UNJAM ]				= RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_SHOOT_UNJAM ]				= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_BURST_LOW_STAND ]			= RGFPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_LOW_STAND ]						= RGFPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCHED_BURST ]						= RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_BURST ]							= RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ MERC_HURT_IDLE_ANIM ]			= RGFHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_HURT_WALKING ]					= RGFHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALK_BACKWARDS ]						= RGFNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[ REGFEMALE ][ DRUNK_IDLE ]								= RGMPISTOLDRUNK;
	

	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][0]									= RGFWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][0]									= RGFWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ RUNNING ][0]									= RGFWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ][0]				= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ][0]					= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ][0]				= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_RIFLE_STAND ][0]					= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_BURST ][0]					= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ][0]	= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][1]									= RGFWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][1]									= RGFWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ RUNNING ][1]									= RGFWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ][1]				= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ][1]					= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ][1]				= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_RIFLE_STAND ][1]					= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_BURST ][1]					= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ][1]	= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_DUAL_STAND ][1]				= RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_DUAL_STAND ][1]					= RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_DUAL_STAND ][1]				= RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_DUAL_STAND ][1]					= RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ][0]		= RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ][1]		= RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][0]							= RGFWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][1]							= RGFWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][0]								= RGFWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][1]								= RGFWATERTHROW;


	gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATH ]						= FMERC_FWD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATH ]						= FMERC_BCK;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_HIT_DEATH ]							= FMERC_PRN;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ WATER_DIE ]										= FMERC_WTR;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACK_HIT_DEATH ]						= FMERC_DHD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ JFK_HITDEATH ]									= FMERC_JFK;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF_DEATH ]								= FMERC_FALL;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF_FORWARD_DEATH ]				= FMERC_FALLF;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACK_HIT ]									= FMERC_DHD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHNB ]		= FMERC_FWD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ]		= FMERC_FWD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= FMERC_FWD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_STAND ]						= FMERC_BCK;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHNB ]		= FMERC_BCK;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHNB ]			= FMERC_PRN;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_LAY_FROMHIT ]						= FMERC_PRN;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF ]											= FMERC_FALLF;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLFORWARD_ROOF ]							= FMERC_FALL;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACKHIT_STOP ]							= FMERC_DHD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ STAND_FALLFORWARD_STOP ]				= FMERC_FWD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACKHIT_STOP ]							= FMERC_BCK;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_LAYFROMHIT_STOP ]				= FMERC_PRN;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ CHARIOTS_OF_FIRE ]							= BURNT_DEAD;
	gubAnimSurfaceCorpseID[ REGFEMALE ][ BODYEXPLODING ]								= EXPLODE_DEAD;
		

	//Setup some random stuff
	gRandomAnimDefs[ REGFEMALE ][ 0 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ REGFEMALE ][ 0 ].sAnimID							= FEM_CLEAN;
	gRandomAnimDefs[ REGFEMALE ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ REGFEMALE ][ 0 ].ubEndRoll						= 3;
	gRandomAnimDefs[ REGFEMALE ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ REGFEMALE ][ 0 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGFEMALE ][ 1 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ REGFEMALE ][ 1 ].sAnimID							= FEM_KICKSN;
	gRandomAnimDefs[ REGFEMALE ][ 1 ].ubStartRoll					= 10;
	gRandomAnimDefs[ REGFEMALE ][ 1 ].ubEndRoll						= 13;
	gRandomAnimDefs[ REGFEMALE ][ 1 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ REGFEMALE ][ 1 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGFEMALE ][ 2 ].ubHandRestriction		= RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[ REGFEMALE ][ 2 ].sAnimID							= FEM_LOOK;
	gRandomAnimDefs[ REGFEMALE ][ 2 ].ubStartRoll					= 20;
	gRandomAnimDefs[ REGFEMALE ][ 2 ].ubEndRoll						= 23;
	gRandomAnimDefs[ REGFEMALE ][ 2 ].ubFlags							= 0;
	gRandomAnimDefs[ REGFEMALE ][ 2 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGFEMALE ][ 3 ].ubHandRestriction		= RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[ REGFEMALE ][ 3 ].sAnimID							= FEM_WIPE;
	gRandomAnimDefs[ REGFEMALE ][ 3 ].ubStartRoll					= 30;
	gRandomAnimDefs[ REGFEMALE ][ 3 ].ubEndRoll						= 33;
	gRandomAnimDefs[ REGFEMALE ][ 3 ].ubFlags							= 0;
	gRandomAnimDefs[ REGFEMALE ][ 3 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ REGFEMALE ][ 4 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ REGFEMALE ][ 4 ].sAnimID							= MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[ REGFEMALE ][ 4 ].ubStartRoll					= 40;
	gRandomAnimDefs[ REGFEMALE ][ 4 ].ubEndRoll						= 100;
	gRandomAnimDefs[ REGFEMALE ][ 4 ].ubFlags							= RANDOM_ANIM_INJURED;
	gRandomAnimDefs[ REGFEMALE ][ 4 ].ubAnimHeight				= ANIM_STAND;

	////////////////////////////////////////////////////
	// MONSTERS

	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ STANDING ]													= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ RUNNING ]													= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ WALKING ]													= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_BREATHING ]						= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_WALKING ]							= AFMONSTERWALKING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_ATTACKING ]						= AFMONSTERATTACK;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_HIT ]									= AFMONSTERDIE;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_DYING ]								= AFMONSTERDIE;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_DYING_STOP ]					= AFMONSTERDIE;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_CLOSE_ATTACK ]					 	  = AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_SPIT_ATTACK ]					 	  = AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_BEGIN_EATTING_FLESH ]		  = AFMONSTEREATING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_EATTING_FLESH ]						= AFMONSTEREATING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_END_EATTING_FLESH ]				= AFMONSTEREATING;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_UP ]												= AFMUP;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_JUMP ]											= AFMJUMP;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_MELT ]											= AFMMELT;
	gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_WALK_BACKWARDS ]						= AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[ ADULTFEMALEMONSTER ][ MONSTER_MELT ]									= ADULTMONSTER_DEAD;

	// Adult male
	gubAnimSurfaceIndex[ AM_MONSTER ][ STANDING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ RUNNING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ WALKING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_BREATHING ]										= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_WALKING ]											= AFMONSTERWALKING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_ATTACKING ]										= AFMONSTERATTACK;
	gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_HIT ]													= AFMONSTERDIE;
	gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_DYING ]												= AFMONSTERDIE;
	gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_DYING_STOP ]									= AFMONSTERDIE;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_CLOSE_ATTACK ]					 						= AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_SPIT_ATTACK ]					 						= AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ]							= AFMONSTEREATING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_EATTING_FLESH ]										= AFMONSTEREATING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_END_EATTING_FLESH ]								= AFMONSTEREATING;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_UP ]																= AFMUP;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_JUMP ]															= AFMJUMP;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_MELT ]															= AFMMELT;
	gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_WALK_BACKWARDS ]										= AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[ AM_MONSTER ][ MONSTER_MELT ]													= ADULTMONSTER_DEAD;

	// Young adult female
	gubAnimSurfaceIndex[ YAF_MONSTER ][ STANDING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ RUNNING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ WALKING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_BREATHING ]										= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_WALKING ]											= AFMONSTERWALKING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_ATTACKING ]										= AFMONSTERATTACK;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_HIT ]													= AFMONSTERDIE;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_DYING ]												= AFMONSTERDIE;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_DYING_STOP ]									= AFMONSTERDIE;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_CLOSE_ATTACK ]					 						= AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_SPIT_ATTACK ]					 						= AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ]							= AFMONSTEREATING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_EATTING_FLESH ]										= AFMONSTEREATING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_END_EATTING_FLESH ]								= AFMONSTEREATING;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_UP ]															= AFMUP;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_JUMP ]														= AFMJUMP;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_MELT]												= AFMMELT;
	gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_WALK_BACKWARDS ]									= AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[ YAF_MONSTER ][ MONSTER_MELT ]										= ADULTMONSTER_DEAD;


	// Young adult male
	gubAnimSurfaceIndex[ YAM_MONSTER ][ STANDING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ RUNNING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ WALKING ]																	= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_BREATHING ]										= AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_WALKING ]											= AFMONSTERWALKING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_ATTACKING ]										= AFMONSTERATTACK;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_HIT ]													= AFMONSTERDIE;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_DYING ]												= AFMONSTERDIE;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_DYING_STOP ]									= AFMONSTERDIE;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_CLOSE_ATTACK ]					 						= AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_SPIT_ATTACK ]					 						= AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ]							= AFMONSTEREATING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_EATTING_FLESH ]										= AFMONSTEREATING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_END_EATTING_FLESH ]								= AFMONSTEREATING;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_UP ]															= AFMUP;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_JUMP ]														= AFMJUMP;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_MELT ]											= AFMMELT;
	gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_WALK_BACKWARDS ]									= AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[ YAM_MONSTER ][ MONSTER_MELT ]										= ADULTMONSTER_DEAD;


	gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_BREATH ]												= LVBREATH;
	gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_HIT ]														= LVDIE;
	gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_DIE ]														= LVDIE;
	gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_DIE_STOP ]											= LVDIE;
	gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_WALK ]													= LVWALK;

	gubAnimSurfaceCorpseID[ LARVAE_MONSTER ][ LARVAE_DIE ]												= LARVAEMONSTER_DEAD;

	gubAnimSurfaceIndex[ INFANT_MONSTER ][ STANDING ]															= IBREATH;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ RUNNING ]															= IWALK;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ WALKING ]															= IWALK;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_HIT ]														= IDIE;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_DIE ]														= IDIE;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_DIE_STOP ]											= IDIE;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_ATTACK ]												= IATTACK;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_BEGIN_EATTING_FLESH ]						= IEAT;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_EATTING_FLESH ]									= IEAT;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_END_EATTING_FLESH ]							= IEAT;
	gubAnimSurfaceIndex[ INFANT_MONSTER ][ WALK_BACKWARDS ]					          		= IWALK;


	gubAnimSurfaceCorpseID[ INFANT_MONSTER ][ INFANT_DIE ]												= INFANTMONSTER_DEAD;

	
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_MONSTER_BREATHING ]								= QUEENMONSTERSTANDING;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_HIT ]															= QUEENMONSTERDEATH;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_DIE ]															= QUEENMONSTERDEATH;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_DIE_STOP ]													= QUEENMONSTERDEATH;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_INTO_READY ]												= QUEENMONSTERREADY;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_READY ]														= QUEENMONSTERREADY;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_CALL ]															= QUEENMONSTERREADY;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_END_READY ]												= QUEENMONSTERREADY;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_SPIT ]															= QUEENMONSTERSPIT_SW;
	gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_SWIPE ]														= QUEENMONSTERSWIPE;

	gubAnimSurfaceCorpseID[ QUEENMONSTER ][ QUEEN_DIE ]		    										= QUEEN_MONSTER_DEAD;


	//////
	// FAT GUY
	gubAnimSurfaceIndex[ FATCIV ][ STANDING ]																			= FATMANSTANDING;
	gubAnimSurfaceIndex[ FATCIV ][ WALKING ]																			= FATMANWALKING;
	gubAnimSurfaceIndex[ FATCIV ][ RUNNING ]																			= FATMANRUNNING;
	gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_STAND ]														= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATHTWITCHNB ]										= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATHTWITCHB ]											= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_FROMHIT_STAND ]										= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_HITDEATH_STOP ]										= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ STAND_FALLFORWARD_STOP ]												= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATH ]														= FATMANDIE;
	gubAnimSurfaceIndex[ FATCIV ][ FATCIV_ASS_SCRATCH ]														= FATMANASS;
	gubAnimSurfaceIndex[ FATCIV ][ OPEN_DOOR ]																		= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ OPEN_STRUCT ]																	= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ GIVE_ITEM ]																		= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ END_OPEN_DOOR ]																= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ END_OPEN_LOCKED_DOOR ]													= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ CLOSE_DOOR ]																		= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ ADJACENT_GET_ITEM ]														= FATMANACT;
	gubAnimSurfaceIndex[ FATCIV ][ START_COWER ]																	= FATMANCOWER;
	gubAnimSurfaceIndex[ FATCIV ][ COWERING ]																			= FATMANCOWER;
	gubAnimSurfaceIndex[ FATCIV ][ END_COWER ]																		= FATMANCOWER;
	gubAnimSurfaceIndex[ FATCIV ][ CIV_DIE2 ]																			= FATMANDIE2;
	gubAnimSurfaceIndex[ FATCIV ][ CIV_COWER_HIT ]																= FATMANCOWERHIT;
	
	gubAnimSurfaceCorpseID[ FATCIV ][ GENERIC_HIT_DEATH ]													= FT_DEAD1;
	gubAnimSurfaceCorpseID[ FATCIV ][ CIV_DIE2 ]																	= FT_DEAD2;

	gRandomAnimDefs[ FATCIV ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ FATCIV ][ 0 ].sAnimID							= FATCIV_ASS_SCRATCH;
	gRandomAnimDefs[ FATCIV ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ FATCIV ][ 0 ].ubEndRoll						= 10;
	gRandomAnimDefs[ FATCIV ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ FATCIV ][ 0 ].ubAnimHeight					= ANIM_STAND;


	// Common civ
	gubAnimSurfaceIndex[ MANCIV ][ STANDING ]																			= MANCIVSTANDING;
	gubAnimSurfaceIndex[ MANCIV ][ WALKING ]																			= MANCIVWALKING;
	gubAnimSurfaceIndex[ MANCIV ][ RUNNING ]																			= MANCIVRUNNING;
	gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_STAND ]														= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATHTWITCHNB ]										= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATHTWITCHB ]											= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_FROMHIT_STAND ]										= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_HITDEATH_STOP ]										= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ STAND_FALLFORWARD_STOP ]												= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATH ]														= MANCIVDIE;
	gubAnimSurfaceIndex[ MANCIV ][ OPEN_DOOR ]																		= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ OPEN_STRUCT ]																	= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ GIVE_ITEM ]																		= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ END_OPEN_DOOR ]																= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ END_OPEN_LOCKED_DOOR ]													= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ CLOSE_DOOR ]																		= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ ADJACENT_GET_ITEM ]														= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ START_COWER ]																	= MANCIVCOWER;
	gubAnimSurfaceIndex[ MANCIV ][ COWERING ]																			= MANCIVCOWER;
	gubAnimSurfaceIndex[ MANCIV ][ END_COWER ]																		= MANCIVCOWER;
	gubAnimSurfaceIndex[ MANCIV ][ CIV_DIE2 ]																			= MANCIVDIE2;
	gubAnimSurfaceIndex[ MANCIV ][ SLAP_HIT ]																			= MANCIVSMACKED;
	gubAnimSurfaceIndex[ MANCIV ][ PUNCH ]																				= MANCIVPUNCH;
	gubAnimSurfaceIndex[ MANCIV ][ PUNCH_BREATH ]																	= MANCIVPUNCH;
	gubAnimSurfaceIndex[ MANCIV ][ BEGIN_OPENSTRUCT ]															= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ END_OPENSTRUCT ]																= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ END_OPENSTRUCT_LOCKED ]												= MANCIVACT;
	gubAnimSurfaceIndex[ MANCIV ][ CIV_COWER_HIT ]																= MANCIVCOWERHIT;


	gubAnimSurfaceCorpseID[ MANCIV ][ GENERIC_HIT_DEATH ]													= M_DEAD1;
	gubAnimSurfaceCorpseID[ MANCIV ][ CIV_DIE2 ]																	= M_DEAD2;


	// mini skirt civ
	gubAnimSurfaceIndex[ MINICIV ][ STANDING ]																		= MINICIVSTANDING;
	gubAnimSurfaceIndex[ MINICIV ][ WALKING ]																			= MINICIVWALKING;
	gubAnimSurfaceIndex[ MINICIV ][ RUNNING ]																			= MINICIVRUNNING;
	gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_STAND ]														= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATHTWITCHNB ]										= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATHTWITCHB ]										= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_FROMHIT_STAND ]										= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_HITDEATH_STOP ]										= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ STAND_FALLFORWARD_STOP ]											= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATH ]														= MINICIVDIE;
	gubAnimSurfaceIndex[ MINICIV ][ MINIGIRL_STOCKING ]														= MINISTOCKING;
	gubAnimSurfaceIndex[ MINICIV ][ OPEN_DOOR ]																		= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ OPEN_STRUCT ]																	= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ GIVE_ITEM ]																		= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ END_OPEN_DOOR ]																= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ END_OPEN_LOCKED_DOOR ]												= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ CLOSE_DOOR ]																	= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ ADJACENT_GET_ITEM ]														= MINIACT;
	gubAnimSurfaceIndex[ MINICIV ][ START_COWER ]																	= MINICOWER;
	gubAnimSurfaceIndex[ MINICIV ][ COWERING ]																		= MINICOWER;
	gubAnimSurfaceIndex[ MINICIV ][ END_COWER ]																		= MINICOWER;
	gubAnimSurfaceIndex[ MINICIV ][ CIV_DIE2 ]																		= MINIDIE2;
	gubAnimSurfaceIndex[ MINICIV ][ CIV_COWER_HIT ]																= MINICOWERHIT;

	gubAnimSurfaceCorpseID[ MINICIV ][ GENERIC_HIT_DEATH ]												= S_DEAD1;
	gubAnimSurfaceCorpseID[ MINICIV ][ CIV_DIE2 ]																	= S_DEAD2;


	gRandomAnimDefs[ MINICIV ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ MINICIV ][ 0 ].sAnimID							= MINIGIRL_STOCKING;
	gRandomAnimDefs[ MINICIV ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ MINICIV ][ 0 ].ubEndRoll						= 10;
	gRandomAnimDefs[ MINICIV ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ MINICIV ][ 0 ].ubAnimHeight				= ANIM_STAND;


	// dress skirt civ
	gubAnimSurfaceIndex[ DRESSCIV ][ STANDING ]																		= DRESSCIVSTANDING;
	gubAnimSurfaceIndex[ DRESSCIV ][ WALKING ]																		= DRESSCIVWALKING;
	gubAnimSurfaceIndex[ DRESSCIV ][ RUNNING ]																		= DRESSCIVRUNNING;
	gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_STAND ]													= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATHTWITCHNB ]									= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATHTWITCHB ]										= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_FROMHIT_STAND ]									= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_HITDEATH_STOP ]									= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ STAND_FALLFORWARD_STOP ]											= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATH ]													= DRESSCIVDIE;
	gubAnimSurfaceIndex[ DRESSCIV ][ OPEN_DOOR ]																	= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ OPEN_STRUCT ]																= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ GIVE_ITEM ]																	= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ END_OPEN_DOOR ]															= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ END_OPEN_LOCKED_DOOR ]												= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ CLOSE_DOOR ]																	= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ ADJACENT_GET_ITEM ]													= DRESSCIVACT;
	gubAnimSurfaceIndex[ DRESSCIV ][ START_COWER ]																= DRESSCIVCOWER;
	gubAnimSurfaceIndex[ DRESSCIV ][ COWERING ]																		= DRESSCIVCOWER;
	gubAnimSurfaceIndex[ DRESSCIV ][ END_COWER ]																	= DRESSCIVCOWER;
	gubAnimSurfaceIndex[ DRESSCIV ][ CIV_DIE2 ]																		= DRESSCIVDIE2;
	gubAnimSurfaceIndex[ DRESSCIV ][ CIV_COWER_HIT ]															= DRESSCIVCOWERHIT;

	gubAnimSurfaceCorpseID[ DRESSCIV ][ GENERIC_HIT_DEATH ]												= W_DEAD1;
	gubAnimSurfaceCorpseID[ DRESSCIV ][ CIV_DIE2 ]																= W_DEAD2;

	// HATKID civ
	gubAnimSurfaceIndex[ HATKIDCIV ][ STANDING ]																	= HATKIDCIVSTANDING;
	gubAnimSurfaceIndex[ HATKIDCIV ][ WALKING ]																		= HATKIDCIVWALKING;
	gubAnimSurfaceIndex[ HATKIDCIV ][ RUNNING ]																		= HATKIDCIVRUNNING;
	gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_STAND ]													= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATHTWITCHNB ]									= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATHTWITCHB ]									= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_FROMHIT_STAND ]									= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_HITDEATH_STOP ]									= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ STAND_FALLFORWARD_STOP ]										= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATH ]													= HATKIDCIVDIE;
	gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH ]															= HATKIDCIVJFK;
	gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH_STOP ]													= HATKIDCIVJFK;
	gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH_TWITCHB ]											= HATKIDCIVJFK;
	gubAnimSurfaceIndex[ HATKIDCIV ][ HATKID_YOYO ]																= HATKIDCIVYOYO;
	gubAnimSurfaceIndex[ HATKIDCIV ][ OPEN_DOOR ]																	= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ OPEN_STRUCT ]																= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ GIVE_ITEM ]																	= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ END_OPEN_DOOR ]															= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ END_OPEN_LOCKED_DOOR ]											= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ CLOSE_DOOR ]																= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ ADJACENT_GET_ITEM ]													= HATKIDCIVACT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ START_COWER ]																= HATKIDCIVCOWER;
	gubAnimSurfaceIndex[ HATKIDCIV ][ COWERING ]																	= HATKIDCIVCOWER;
	gubAnimSurfaceIndex[ HATKIDCIV ][ END_COWER ]																	= HATKIDCIVCOWER;
	gubAnimSurfaceIndex[ HATKIDCIV ][ CIV_DIE2 ]																	= HATKIDCIVDIE2;
	gubAnimSurfaceIndex[ HATKIDCIV ][ CIV_COWER_HIT ]															= HATKIDCIVCOWERHIT;
	gubAnimSurfaceIndex[ HATKIDCIV ][ KID_SKIPPING ]															= HATKIDCIVSKIP;


	gubAnimSurfaceCorpseID[ HATKIDCIV ][ GENERIC_HIT_DEATH ]											= H_DEAD1;
	gubAnimSurfaceCorpseID[ HATKIDCIV ][ CIV_DIE2 ]																= H_DEAD2;

	gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ HATKIDCIV ][ 0 ].sAnimID							= HATKID_YOYO;
	gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubEndRoll						= 10;
	gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubAnimHeight				= ANIM_STAND;


	// KID civ
	gubAnimSurfaceIndex[ KIDCIV ][ STANDING ]																			= KIDCIVSTANDING;
	gubAnimSurfaceIndex[ KIDCIV ][ WALKING ]																			= KIDCIVWALKING;
	gubAnimSurfaceIndex[ KIDCIV ][ RUNNING ]																			= KIDCIVRUNNING;
	gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_STAND ]														= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATHTWITCHNB ]										= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATHTWITCHB ]											= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_FROMHIT_STAND ]										= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_HITDEATH_STOP ]										= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ STAND_FALLFORWARD_STOP ]												= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATH ]														= KIDCIVDIE;
	gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH ]																	=	KIDCIVJFK;
	gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH_STOP ]														= KIDCIVJFK;
	gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH_TWITCHB ]													= KIDCIVJFK;
	gubAnimSurfaceIndex[ KIDCIV ][ KID_ARMPIT ]																		= KIDCIVARMPIT;
	gubAnimSurfaceIndex[ KIDCIV ][ OPEN_DOOR ]																		= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ OPEN_STRUCT ]																	= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ GIVE_ITEM ]																		= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ END_OPEN_DOOR ]																= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ END_OPEN_LOCKED_DOOR ]													= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ CLOSE_DOOR ]																		= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ ADJACENT_GET_ITEM ]														= KIDCIVACT;
	gubAnimSurfaceIndex[ KIDCIV ][ START_COWER ]																	= KIDCIVCOWER;
	gubAnimSurfaceIndex[ KIDCIV ][ COWERING ]																			= KIDCIVCOWER;
	gubAnimSurfaceIndex[ KIDCIV ][ END_COWER ]																		= KIDCIVCOWER;
	gubAnimSurfaceIndex[ KIDCIV ][ CIV_DIE2 ]																			= KIDCIVDIE2;
	gubAnimSurfaceIndex[ KIDCIV ][ CIV_COWER_HIT ]																= KIDCIVCOWERHIT;
	gubAnimSurfaceIndex[ KIDCIV ][ KID_SKIPPING ]																	= KIDCIVSKIP;

	gubAnimSurfaceCorpseID[ KIDCIV ][ GENERIC_HIT_DEATH ]													= K_DEAD1;
	gubAnimSurfaceCorpseID[ KIDCIV ][ CIV_DIE2 ]																	= K_DEAD2;


	gRandomAnimDefs[ KIDCIV ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ KIDCIV ][ 0 ].sAnimID							= KID_ARMPIT;
	gRandomAnimDefs[ KIDCIV ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ KIDCIV ][ 0 ].ubEndRoll						= 10;
	gRandomAnimDefs[ KIDCIV ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ KIDCIV ][ 0 ].ubAnimHeight					= ANIM_STAND;

	//CRIPPLE
	gubAnimSurfaceIndex[ CRIPPLECIV ][ STANDING ]																	= CRIPCIVSTANDING;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ WALKING ]																	= CRIPCIVWALKING;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ RUNNING ]																	= CRIPCIVRUNNING;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_BEG ]															= CRIPCIVBEG;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_HIT ]															= CRIPCIVDIE;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE ]															= CRIPCIVDIE;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_STOP ]													= CRIPCIVDIE;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_FLYBACK ]											= CRIPCIVDIE2;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_FLYBACK_STOP ]									= CRIPCIVDIE2;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_KICKOUT ]													= CRIPCIVKICK;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_OPEN_DOOR ]											  = CRIPCIVBEG;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_CLOSE_DOOR ]											  = CRIPCIVBEG;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_END_OPEN_DOOR ]									  = CRIPCIVBEG;
	gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_END_OPEN_LOCKED_DOOR ]						  = CRIPCIVBEG;

	gubAnimSurfaceCorpseID[ CRIPPLECIV ][ CRIPPLE_DIE ]														= SMERC_BCK;

	gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ CRIPPLECIV ][ 0 ].sAnimID							= CRIPPLE_BEG;
	gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubStartRoll					= 30;
	gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubEndRoll						= 70;
	gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubAnimHeight					= ANIM_STAND;


	// COW
	gubAnimSurfaceIndex[ COW ][ STANDING ]																				= COWSTANDING;
	gubAnimSurfaceIndex[ COW ][ WALKING ]																					= COWWALKING;
	gubAnimSurfaceIndex[ COW ][ COW_EATING ]																			= COWEAT;
	gubAnimSurfaceIndex[ COW ][ COW_HIT ]																					= COWDIE;
	gubAnimSurfaceIndex[ COW ][ COW_DYING ]																				= COWDIE;
	gubAnimSurfaceIndex[ COW ][ COW_DYING_STOP ]																	= COWDIE;

	gubAnimSurfaceCorpseID[ COW ][ COW_DYING ]																		= COW_DEAD;


	gRandomAnimDefs[ COW ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ COW ][ 0 ].sAnimID							= COW_EATING;
	gRandomAnimDefs[ COW ][ 0 ].ubStartRoll					= 30;
	gRandomAnimDefs[ COW ][ 0 ].ubEndRoll						= 100;
	gRandomAnimDefs[ COW ][ 0 ].ubFlags							= RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[ COW ][ 0 ].ubAnimHeight				= ANIM_STAND;

	gRandomAnimDefs[ COW ][ 1 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ COW ][ 1 ].sAnimID							= RANDOM_ANIM_SOUND;
	gRandomAnimDefs[ COW ][ 1 ].ubStartRoll					= 0;
	gRandomAnimDefs[ COW ][ 1 ].ubEndRoll						= 1;
	gRandomAnimDefs[ COW ][ 1 ].ubAnimHeight				= ANIM_STAND;
	strcpy( gRandomAnimDefs[ COW ][ 1 ].zSoundFile, "SOUNDS\\COWMOO1.WAV" );

	gRandomAnimDefs[ COW ][ 2 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ COW ][ 2 ].sAnimID							= RANDOM_ANIM_SOUND;
	gRandomAnimDefs[ COW ][ 2 ].ubStartRoll					= 2;
	gRandomAnimDefs[ COW ][ 2 ].ubEndRoll						= 3;
	gRandomAnimDefs[ COW ][ 2 ].ubAnimHeight				= ANIM_STAND;
	strcpy( gRandomAnimDefs[ COW ][ 2 ].zSoundFile, "SOUNDS\\COWMOO2.WAV" );

	gRandomAnimDefs[ COW ][ 3 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ COW ][ 3 ].sAnimID							= RANDOM_ANIM_SOUND;
	gRandomAnimDefs[ COW ][ 3 ].ubStartRoll					= 4;
	gRandomAnimDefs[ COW ][ 3 ].ubEndRoll						= 5;
	gRandomAnimDefs[ COW ][ 3 ].ubAnimHeight				= ANIM_STAND;
	strcpy( gRandomAnimDefs[ COW ][ 3 ].zSoundFile, "SOUNDS\\COWMOO3.WAV" );


	gubAnimSurfaceIndex[ CROW ][ STANDING ]																				= CROWWALKING;
	gubAnimSurfaceIndex[ CROW ][ WALKING ]																				= CROWWALKING;
	gubAnimSurfaceIndex[ CROW ][ CROW_WALK ]																			= CROWWALKING;
	gubAnimSurfaceIndex[ CROW ][ CROW_FLY ]																				= CROWFLYING;
	gubAnimSurfaceIndex[ CROW ][ CROW_EAT ]																				= CROWEATING;
	gubAnimSurfaceIndex[ CROW ][ CROW_TAKEOFF ]																		= CROWFLYING;
	gubAnimSurfaceIndex[ CROW ][ CROW_LAND ]																			= CROWFLYING;
	gubAnimSurfaceIndex[ CROW ][ CROW_DIE ]																				= CROWDYING;

	gRandomAnimDefs[ CROW ][ 0 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ CROW ][ 0 ].sAnimID							= RANDOM_ANIM_SOUND;
	gRandomAnimDefs[ CROW ][ 0 ].ubStartRoll					= 0;
	gRandomAnimDefs[ CROW ][ 0 ].ubEndRoll						= 50;
	gRandomAnimDefs[ CROW ][ 0 ].ubAnimHeight					= ANIM_STAND;
	strcpy( gRandomAnimDefs[ CROW ][ 0 ].zSoundFile,  "SOUNDS\\CROW3.WAV" );

	gRandomAnimDefs[ CROW ][ 1 ].ubHandRestriction		= RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[ CROW ][ 1 ].sAnimID							= RANDOM_ANIM_SOUND;
	gRandomAnimDefs[ CROW ][ 1 ].ubStartRoll					= 51;
	gRandomAnimDefs[ CROW ][ 1 ].ubEndRoll						= 70;
	gRandomAnimDefs[ CROW ][ 1 ].ubAnimHeight					= ANIM_STAND;
	strcpy( gRandomAnimDefs[ CROW ][ 1 ].zSoundFile,  "SOUNDS\\CROW2.WAV" );

	// BLOOD CAT
	gubAnimSurfaceIndex[ BLOODCAT ][ STANDING ]																		= CATBREATH;
	gubAnimSurfaceIndex[ BLOODCAT ][ WALKING ]																		= CATWALK;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_RUN ]																= CATRUN;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_STARTREADY ]												= CATREADY;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_READY ]															= CATREADY;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_ENDREADY ]													= CATREADY;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_HIT ]																= CATHIT;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_DYING ]															= CATDIE;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_DYING_STOP ]												= CATDIE;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_SWIPE ]															= CATSWIPE;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_BITE_ANIM ]													= CATBITE;
	gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_WALK_BACKWARDS ]										= CATWALK;

	gubAnimSurfaceCorpseID[ BLOODCAT ][ BLOODCAT_DYING ]													= BLOODCAT_DEAD;

	// ROBOT
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ STANDING ]															= ROBOTNWBREATH;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ WALKING ]																= ROBOTNWBREATH;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_HIT ]														= ROBOTNWHIT;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_DIE ]														= ROBOTNWDIE;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_DIE_STOP ]											= ROBOTNWDIE;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_WALK ]														= ROBOTNWWALK;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_SHOOT ]														= ROBOTNWSHOOT;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_BURST_SHOOT ]											= ROBOTNWSHOOT;
	gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_CAMERA_NOT_MOVING ]								= ROBOTNWBREATH;
	gubAnimSurfaceCorpseID[ ROBOTNOWEAPON ][ ROBOTNW_DIE ]		      						 	= ROBOT_DEAD;



	// HUMVEE
	gubAnimSurfaceIndex[ HUMVEE ][ STANDING ]																		= HUMVEE_BASIC;
	gubAnimSurfaceIndex[ HUMVEE ][ WALKING ]																		= HUMVEE_BASIC;
	gubAnimSurfaceIndex[ HUMVEE ][ VEHICLE_DIE ]																= HUMVEE_DIE;
	gubAnimSurfaceCorpseID[ HUMVEE ][ STANDING ]		      									  	= HUMMER_DEAD;

	// TANK
	gubAnimSurfaceIndex[ TANK_NW ][ STANDING ]																	= TANKNW_READY;
	gubAnimSurfaceIndex[ TANK_NW ][ WALKING ]																		= TANKNW_READY;
	gubAnimSurfaceIndex[ TANK_NW ][ TANK_SHOOT ]																= TANKNW_SHOOT;
	gubAnimSurfaceIndex[ TANK_NW ][ TANK_BURST ]																= TANKNW_SHOOT;
	gubAnimSurfaceIndex[ TANK_NW ][ VEHICLE_DIE ]																= TANKNW_DIE;
	gubAnimSurfaceCorpseID[ TANK_NW ][ STANDING ]																= TANK1_DEAD;

	// TANK
	gubAnimSurfaceIndex[ TANK_NE ][ STANDING ]																	= TANKNE_READY;
	gubAnimSurfaceIndex[ TANK_NE ][ WALKING ]																		= TANKNE_READY;
	gubAnimSurfaceIndex[ TANK_NE ][ TANK_SHOOT ]																= TANKNE_SHOOT;
	gubAnimSurfaceIndex[ TANK_NE ][ TANK_BURST ]																= TANKNE_SHOOT;
	gubAnimSurfaceIndex[ TANK_NE ][ VEHICLE_DIE ]																= TANKNE_DIE;
	gubAnimSurfaceCorpseID[ TANK_NE ][ STANDING ]																= TANK2_DEAD;
	
	// ELDORADO
	gubAnimSurfaceIndex[ ELDORADO ][ STANDING ]																	= HUMVEE_BASIC;
	gubAnimSurfaceIndex[ ELDORADO ][ WALKING ]																	= HUMVEE_BASIC;
	gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ]															= HUMVEE_DIE;
 
	// ICECREAMTRUCK
	gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ]														= ICECREAMTRUCK_BASIC;
	gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALKING ]															= ICECREAMTRUCK_BASIC;
	gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ]													= HUMVEE_DIE;
	gubAnimSurfaceCorpseID[ ICECREAMTRUCK ][ STANDING ]											  	= ICECREAM_DEAD;

	// JEEP
	gubAnimSurfaceIndex[ JEEP ][ STANDING ]																			= HUMVEE_BASIC;
	gubAnimSurfaceIndex[ JEEP ][ WALKING ]																			= HUMVEE_BASIC;
	gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ]																	= HUMVEE_DIE;
}

BOOLEAN LoadAnimationStateInstructions( )
{
		HWFILE		hFile;
		UINT32		uiBytesRead;
	
		int i = STEAL_ITEM;

		// Open ani file
		hFile = FileOpen( ANIMFILENAME, FILE_ACCESS_READ, FALSE );

		if ( !hFile )
		{
			return( FALSE );
		}

		//Read in block
		if ( !FileRead( hFile, gusAnimInst, sizeof( gusAnimInst ), &uiBytesRead ) )
		{
			return( FALSE );
		}

		FileClose( hFile );

//<SB> experimental!
		memcpy(gusAnimInst[ SHOOT_DUAL_BURST_STAND ],doubleBurstAnimation,sizeof(doubleBurstAnimation));
		memcpy(gusAnimInst[ SHOOT_DUAL_BURST_CROUCH ],doubleBurstAnimation,sizeof(doubleBurstAnimation));
		memcpy(gusAnimInst[ SHOOT_DUAL_BURST_PRONE ],doubleBurstProneAnimation,sizeof(doubleBurstProneAnimation));
//dog show
//		memcpy(gusAnimInst[ BLOODCAT_RUN ],DogRunAnimation,sizeof(DogRunAnimation));
//		memcpy(gusAnimInst[ BLOODCAT_DYING ],DogDyingAnimation,sizeof(DogDyingAnimation));
//crouched throwing
		memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript));
//side roll
		memcpy(gusAnimInst[ SIDEROLL ],SideRollAnimationScript,sizeof(SideRollAnimationScript));
		memcpy(gusAnimInst[ SIDEROLL_CCW ],SideRollCCWAnimationScript,sizeof(SideRollCCWAnimationScript));
//</SB>
		return( TRUE );
}

BOOLEAN IsAnimationValidForBodyType( SOLDIERTYPE *pSoldier, UINT16 usNewState )
{
	UINT16		usAnimSurface;

	// From animation control, get surface

	// First Save value
	usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usNewState );

	if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
	{
		return( FALSE );
	}

	return( TRUE );
}

BOOLEAN SubstituteBodyTypeAnimation( SOLDIERTYPE *pSoldier, UINT16 usTestState, UINT16 *pusSubState )
{
	BOOLEAN fSubFound = FALSE;

	*pusSubState = usTestState;


	if ( pSoldier->ubBodyType == QUEENMONSTER )
	{
		 switch( usTestState )
		 {
				case STANDING:
				case WALKING:
				case RUNNING:

					*pusSubState = QUEEN_MONSTER_BREATHING;
					fSubFound = TRUE;
					break;
		 }
	}

	if ( pSoldier->ubBodyType == LARVAE_MONSTER )
	{
		 switch( usTestState )
		 {
				case STANDING:

					*pusSubState = LARVAE_BREATH;
					fSubFound = TRUE;
					break;

				case WALKING:
				case RUNNING:

					*pusSubState = LARVAE_WALK;
					fSubFound = TRUE;
					break;

		 }
	}

	if ( pSoldier->ubBodyType == CROW )
	{
		 switch( usTestState )
		 {
				case WALKING:

					*pusSubState = CROW_WALK;
					fSubFound = TRUE;
					break;

				case STANDING:

					*pusSubState = CROW_EAT;
					fSubFound = TRUE;
					break;

		 }
	}

	if ( pSoldier->ubBodyType == BLOODCAT )
	{
		 switch( usTestState )
		 {
				case RUNNING:
					*pusSubState = BLOODCAT_RUN;
					fSubFound = TRUE;
					break;

		 }

	}


	if ( pSoldier->ubBodyType == ADULTFEMALEMONSTER || pSoldier->ubBodyType == AM_MONSTER ||
			 pSoldier->ubBodyType == YAF_MONSTER || pSoldier->ubBodyType == YAM_MONSTER )
	{
		 switch( usTestState )
		 {
				case WALKING:
					*pusSubState = ADULTMONSTER_WALKING;
					fSubFound = TRUE;
					break;

				case RUNNING:
					*pusSubState = ADULTMONSTER_WALKING;
					fSubFound = TRUE;
					break;

		 }
	}

	if ( pSoldier->ubBodyType == ROBOTNOWEAPON )
	{
		 switch( usTestState )
		 {
        case STANDING:

          // OK, if they are on the CIV_TEAM, sub for no camera moving
          if ( pSoldier->bTeam == CIV_TEAM )
          {
					  *pusSubState = ROBOT_CAMERA_NOT_MOVING;
					  fSubFound = TRUE;
          }
          break;

				case WALKING:
					*pusSubState = ROBOT_WALK;
					fSubFound = TRUE;
					break;

				case RUNNING:
					*pusSubState = ROBOT_WALK;
					fSubFound = TRUE;
					break;

		 }
	}

	if ( IS_CIV_BODY_TYPE( pSoldier ) )
	{
		switch( usTestState )
		{
			case KNEEL_UP:
				*pusSubState = END_COWER;
				fSubFound = TRUE;
				break;
			case KNEEL_DOWN:
				*pusSubState = START_COWER;
				fSubFound = TRUE;
				break;

      case WKAEUP_FROM_SLEEP:
      case GOTO_SLEEP:
      case SLEEPING:
				*pusSubState = STANDING;
				fSubFound = TRUE;
				break;
		}
	}

	return( fSubFound );
}


INT8	GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType, CHAR8 *zColFilename )
{
	switch( ubBodyType )
	{
		case REGMALE:
		case BIGMALE:
		case STOCKYMALE:
		case REGFEMALE:

			if ( pSoldier != NULL )
			{
				// Are we on fire?
				if ( pSoldier->usAnimState == CHARIOTS_OF_FIRE || pSoldier->usAnimState == BODYEXPLODING )
				{
					return( 0 );
				}

				// Check for cammo...
				if ( pSoldier->bCamo != 0 )
				{
					strcpy( zColFilename, "ANIMS\\camo.COL" );
					return( 1 );
				}
				
			}
			return( -1 );


		case YAF_MONSTER:

			strcpy( zColFilename, "ANIMS\\MONSTERS\\fm_brite.COL" );
			return( 1 );

		case YAM_MONSTER:

			strcpy( zColFilename, "ANIMS\\MONSTERS\\mn_brite.COL" );
			return( 1 );

		case ADULTFEMALEMONSTER:
			
			strcpy( zColFilename, "ANIMS\\MONSTERS\\femmon.COL" );
			return( 1 );

		case AM_MONSTER:

			strcpy( zColFilename, "ANIMS\\MONSTERS\\monster.COL" );
			return( 1 );

		case QUEENMONSTER:
		case COW:
		case CROW:
		case BLOODCAT:
		case HUMVEE:
		case ELDORADO:
		case ICECREAMTRUCK:
		case JEEP:
		case ROBOTNOWEAPON:
		case TANK_NW:
		case TANK_NE:

			return( 0 );
	}

	return( -1 );
}



BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
	UINT16 usAnimSurface;

		// Delete any structure info!
	if ( pSoldier->pLevelNode != NULL )
	{
		DeleteStructureFromWorld( pSoldier->pLevelNode->pStructureData );
		pSoldier->pLevelNode->pStructureData = NULL;
	}


	usAnimSurface = LoadSoldierAnimationSurface( pSoldier, usAnimState );

	// Add structure info!
	if ( pSoldier->pLevelNode != NULL && !( pSoldier->uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
	{
		AddMercStructureInfoFromAnimSurface( pSoldier->sGridNo, pSoldier, usAnimSurface, usAnimState );
	}

	// Set
	pSoldier->usAnimSurface = usAnimSurface;

	if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
	{
		return( FALSE );
	}

	return( TRUE );
}


UINT16 LoadSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
	UINT16 usAnimSurface;

	usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usAnimState );

	if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
	{
		// Ensure that it's been loaded!
		if ( GetCachedAnimationSurface( pSoldier->ubID, &(pSoldier->AnimCache), usAnimSurface, pSoldier->usAnimState ) == FALSE )
		{
			usAnimSurface = INVALID_ANIMATION_SURFACE;
		}

	}

	return( usAnimSurface );
}


UINT16	gusQueenMonsterSpitAnimPerDir[] =
{
	QUEENMONSTERSPIT_NE,			//NORTH
	QUEENMONSTERSPIT_E,
	QUEENMONSTERSPIT_SE,			// EAST
	QUEENMONSTERSPIT_S,				
	QUEENMONSTERSPIT_SW,			// SOUTH
	QUEENMONSTERSPIT_SW,
	QUEENMONSTERSPIT_SW,			// WEST
	QUEENMONSTERSPIT_NE,
};


UINT16	DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
	UINT16 usAnimSurface;
	UINT16 usAltAnimSurface;
	UINT8 ubBodyType;
	UINT16	usItem;
	UINT8		ubWaterHandIndex = 1;
	INT32		cnt;
	BOOLEAN	fAdjustedForItem	= FALSE;
	UINT16		usNewAnimState;

	ubBodyType = pSoldier->ubBodyType;

	if ( SubstituteBodyTypeAnimation( pSoldier, usAnimState, &usNewAnimState ) )
	{
		usAnimState = usNewAnimState;
	}

	usAnimSurface	=	gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState];

	// CHECK IF WE CAN DO THIS ANIMATION, IE WE HAVE IT AVAILIBLE
	if ( usAnimSurface == INVALID_ANIMATION	)
	{
		// WE SHOULD NOT BE USING THIS ANIMATION
		ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"Invalid Animation File for Body %d, animation %S.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr );
		// Set index to FOUND_INVALID_ANIMATION
		gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState] = FOUND_INVALID_ANIMATION;
		return( INVALID_ANIMATION_SURFACE );
	}
	if ( usAnimSurface == FOUND_INVALID_ANIMATION	)
	{
		return( INVALID_ANIMATION_SURFACE );
	}


	// OK - DO SOME MAGIC HERE TO SWITCH BODY TYPES IF WE WANT!


	// If we are a queen, pick the 'real' anim surface....
	if ( usAnimSurface == QUEENMONSTERSPIT_SW )
	{
		INT8	bDir;

		// Assume a target gridno is here.... get direction...
    // ATE: use +2 in gridno because here head is far from body
		bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo );

		return( gusQueenMonsterSpitAnimPerDir[ bDir ] );
	}


	// IF we are not a merc, return
	if ( pSoldier->ubBodyType > REGFEMALE )
	{
		return( usAnimSurface );
	}

//SB: disable one-hand shooting from rifle for bigguys
//	// SWITCH TO DIFFERENT AIM ANIMATION FOR BIG GUY!
//	if ( usAnimSurface == BGMSTANDAIM2 )
//	{
//		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
//		{
//			usAnimSurface = BGMSTANDAIM;
//		}
//	}

	// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
	if ( usAnimSurface == BGMSTANDING )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMTHREATENSTAND;
		}
	}

	if ( usAnimSurface == BGMWALKING )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMWALK2;
		}
	}

	if ( usAnimSurface == BGMRUNNING )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMRUN2;
		}
	}

	if ( usAnimSurface == BGMRAISE )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMRAISE2;
		}
	}


	// ADJUST ANIMATION SURFACE BASED ON TERRAIN

	// CHECK FOR WATER
	if ( MercInWater( pSoldier ) )
	{

		// ADJUST BASED ON ITEM IN HAND....
		usItem = pSoldier->inv[ HANDPOS ].usItem;

		// Default it to the 1 ( ie: no rifle )
		if ( usItem != NOTHING )
		{
			if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && usItem != ROCKET_LAUNCHER )
			{
				if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
				{
					ubWaterHandIndex = 0;
				}
			}
		}

		// CHANGE BASED ON HIEGHT OF WATER
		usAltAnimSurface = gubAnimSurfaceMidWaterSubIndex[pSoldier->ubBodyType][usAnimState][ ubWaterHandIndex ];
		
		if ( usAltAnimSurface != INVALID_ANIMATION )
		{
			usAnimSurface = usAltAnimSurface;
		}

	}
	else
	{
		// ADJUST BASED ON ITEM IN HAND....
		usItem = pSoldier->inv[ HANDPOS ].usItem;

		if ( !(Item[ usItem ].usItemClass == IC_GUN ) && !(Item[ usItem ].usItemClass == IC_LAUNCHER ) || usItem == ROCKET_LAUNCHER )
		{
			if ( usAnimState == STANDING )
			{
				usAnimSurface			= gusNothingBreath[ pSoldier->ubBodyType ];
				fAdjustedForItem	= TRUE;
			}
			else
			{
				usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
				
				if ( usAltAnimSurface != INVALID_ANIMATION )
				{
					usAnimSurface			= usAltAnimSurface;
					fAdjustedForItem	= TRUE;
				}
			}
		}
		else
		{
			// CHECK FOR HANDGUN
			if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && usItem != ROCKET_LAUNCHER )
			{
				if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
				{
					usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
					if ( usAltAnimSurface != INVALID_ANIMATION )
					{
						usAnimSurface = usAltAnimSurface;
						fAdjustedForItem	= TRUE;
					}

					// Look for good two pistols sub anim.....
					if ( gDoubleHandledSub.usAnimState == usAnimState )
					{
						// Do we carry two pistols...
						if ( Item[ pSoldier->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN )
						{
							usAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
							fAdjustedForItem	= TRUE;							
						}
					}

				}
			}
			else
			{
				usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
				
				if ( usAltAnimSurface != INVALID_ANIMATION )
				{
					usAnimSurface = usAltAnimSurface;
					fAdjustedForItem	= TRUE;
				}
			}
		}

		// Based on if we have adjusted for item or not... check for injured status...
		if ( fAdjustedForItem )
		{
			// If life below thresthold for being injured 
			if ( pSoldier->bLife < INJURED_CHANGE_THREASHOLD )
			{
				// ADJUST FOR INJURED....
				for ( cnt = 0; cnt < NUM_INJURED_SUBS; cnt++ )
				{
					if ( gNothingInjuredSub[ cnt ].usAnimState == usAnimState )
					{
						usAnimSurface = gNothingInjuredSub[ cnt ].usAnimationSurfaces[ pSoldier->ubBodyType ];
					}
				}
			}
		}
		else
		{
			// If life below thresthold for being injured 
			if ( pSoldier->bLife < INJURED_CHANGE_THREASHOLD )
			{
				// ADJUST FOR INJURED....
				for ( cnt = 0; cnt < NUM_INJURED_SUBS; cnt++ )
				{
					if ( gRifleInjuredSub[ cnt ].usAnimState == usAnimState )
					{
						usAnimSurface = gRifleInjuredSub[ cnt ].usAnimationSurfaces[ pSoldier->ubBodyType ];
					}
				}
			}
		}



	}
	return( usAnimSurface );
}


UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
	UINT16 usAnimSurface;

	usAnimSurface = pSoldier->usAnimSurface;

	if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
	{
		// Ensure that it's loaded!
		if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
		{
			ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"IAnimation Surface for Body %d, animation %S, surface %d not loaded.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr, usAnimSurface );		
    	AnimDebugMsg( String( "Surface Database: PROBLEMS!!!!!!" ) );
    	usAnimSurface = INVALID_ANIMATION_SURFACE;
		}
	}

	return( usAnimSurface );
}